WITCH HUNTERS CODEX: WITCH HUNTERS Welcome, learned Inquisitor, to the secret texts of the Witch Hunter. Within these hallowed pages you will find all you need to guide you in collecting, painting and gaming with a Witch Hunters army in the Warhammer 40,000 game. The armies of the Witch Hunter are powerful and dangerous, commanded by the sinister and unforgiving Inquisitors of the Ordo Hereticus. The Chamber Militant of this holy order is the virtuous and pious Adepta Sororitas, ancient orders of warrior women whose origins can be traced back to the infamous Age of Apostasy. The Ordo Hereticus Why Collect a Witch Hunters Army? A branch of the Inquisition, that secretive body founded in the The Witch Hunters is an incredibly characterful army, with a earliest days of the Imperium, the Ordo Hereticus stands wide selection of deadly troops at its disposal and the power ready to defend Humanity against the myriad dangers posed of faith to command. The Sisters of Battle are exceptionally by the witch, the heretic and the mutant. The Inquisitors of well equipped, with armour and weapons the equal of any the Ordo Hereticus are a sinister breed, cut from a very Space Marine Chapter. Their faith and devotion to the different cloth than that of their brethren of the Ordo Malleus Emperor can be manifested as a potent force in itself, and Ordo Xenos, and often their work involves the empowering Sisters with all manner of miraculous abilities, persecution of their fellow Inquisitors for trafficking with the such as shrugging off wounds that would kill a normal person daemonic and the alien; for such activities are amongst the or holding them fast in the face of overwhelming odds. The most heinous of crimes in the Imperium. Such is the power Inquisitors of the Ordo Hereticus can utilise some truly wielded by an Inquisitor that he can call upon every branch fearsome instruments in the persecution of their foes: of the armed forces of the Imperium and none can refuse his ancient artefacts blessed by the holiest of saints and call. Even the Space Marines may be called upon to aid an powerful weapons that have been handed down through the Inquisitor should the threat be greater than he and any ages in the fight against witches and all wielders of Warp- locally requisitioned forces are able to counter. spawned magicks. Together with their faithful retainers, the Rising from the ashes of the Age of Apostasy, when the Witch Hunters can be sure of having the right combination of insane Lord Vandire plunged the Imperium into one of the skills at his disposal, whatever the foe. In addition, any bloodiest periods in its already bloodstained history, the Ordo Inquisitor can requisition a fearsome array of allies to fight Hereticus are the guardians of Humanity’s future. In alongside him, from the lethal operatives of the Officio conjunction with their Chamber Militant, the Adepta Sororitas Assassinorum to frenzied Arco-flagellants and the mighty – also known as the Sisters of Battle – the Ordo Hereticus death machines of the Penitent Engines. If you’re after an hunt down and destroy the most insidious threats to army that can be tailored to make an elite force with Humanity, the enemy within: witchcraft, heresy and mutation. enormous potential for variety, then this is the army for you. The Sisters of Battle are shining examples of all that is good A great strength of the Witch Hunters army list is its ease of about Humanity, the pinnacle of faith, devotion and purity. As integration with existing armies. If you already have an army well as forming the Chamber Militant of the Ordo Hereticus, of the Imperium such as the Space Marines or Imperial the Sisters of Battle also provide the fighting arm of the Guard, it can easily be incorporated into the Witch Hunters Ecclesiarchy, the monolithic organisation devoted to the list. For instance, a Space Marine player may choose to lead worship of the Emperor and the preaching of the Imperial Creed. Armed with the finest weapons and armour the his force into battle with an Adepta Sororitas Heroine and her Ecclesiarchy can provide, they are amongst the best and Celestian bodyguard, or an Imperial Guard player may bravest warriors an Inquisitor can call upon. choose to add a couple of platoons of infantry to his Witch Hunters force. Conversely, we also include rules that allow the opponents of the Witch Hunters to take units of traitors and mutants in their force, as well as rules for having your “We are at war with forces too terrible army led into battle by a powerful witch or heretic. There’s also the option to bestow terrifying psychic powers upon your to comprehend. We cannot afford mercy existing army commander, since it’s perfectly plausible that for any of its victims too weak to take he has developed latent psychic powers and is leading his army against those who would hunt him down and destroy the correct course. Mercy destroys us; it him. Exactly why the Witch Hunters are called into action! weakens us and saps our resolve. Put The miniatures in the Witch Hunters range are wonderfully aside all such thoughts. They are not detailed and well-crafted, and a fully painted army looks fantastic on the tabletop. On the one hand you have ranks of worthy of Inquisitors in the service of Sisters of Battle, resplendent in their ornate armour, while on Our Emperor. Praise his name for in our the other you have the highly individual and characterful Inquisitors accompanied by their retinues of Henchmen. resolve we only reflect his purpose of While the Sisters of Battle are exceptional warriors and can will.” easily take to the field of battle alone, it is when they are combined with the powerful troops at the disposal of an Inquisitor Enoch, Inquisitor that they really come into their own, though it will Castigations on the Last Days take many gaming sessions to truly get the most out of the more unusual elements of the Witch Hunters army list. Have fun, and may the power of faith guide you… - 2 - - 3 - ORDO HERETICUS PSYCHIC POWERS Any Inquisitor or Inquisitor Lord may take a single psychic power as listed below. If they possess a Familiar they may take an extra power per Familiar. Abilities are used following the rules in the Warhammer 40,000 rulebook. A psyker may only use a single major power in a given player turn. The psyker must pass a Psychic test in the appropriate phase to use a power. DIVINE PRONOUNCEMENT ...... 30 points next turn. The psyker also counts as having an additional close To the Inquisitor, all who stand against him are branded heretic, combat weapon. Note this power does not ignore Armour saves and the only fate deserved by such is an eternity of damnation. or affect the order in which close combat attacks are resolved. Invoking the Emperor’s power, the Inquisitor pronounces His As his fists crackle with destructive energies, he may not use judgement, before which few can stand defiant. any weapons until the beginning of his next turn, and so may Divine Pronouncement is a psychic power that is used instead not benefit from any power weapons or other special close of firing a weapon in the Shooting phase. Designate a single combat attacks. enemy unit within 18" and not in close combat – this unit must take a Morale check as if it had just suffered 25% casualties HIS WILL BE DONE ...... 15 points from shooting. If the Inquisitor’s Leadership is greater, the test The Inquisitor becomes a furious manifestation of the is modified by the difference. For example, a unit of Imperial Emperor’s divine will, dispensing His justice with every blow Guard with a Veteran Sergeant (Ld 8) must roll 6 or less on 2D6 and cowing all His enemies with his holy wrath. if an Inquisitor Lord (Ld 10) uses the power on them. If the test is failed, the target unit will immediately fall back according to His Will Be Done is a psychic power that may be used in the the normal rules. Fearless units, or units that otherwise ignore Assault phase, before the Inquisitor has made any attacks. Morale tests are unaffected by this power. Every unsaved wound inflicted by the Inquisitor counts as two for the purposes of determining which side has won the assault. HAMMER OF THE WITCHES ...... 20 points For a man to wield the powers of the Warp he must first have PURGATUS ...... 15 points – Inquisitor Lord only been tested and tried, and branded worthy to do so by the The Inquisitor Lord is a seasoned master in the ways of hunting agents of the Emperor. Any man who has not been so the heretic. With his sinister gaze he is able to decimate the will approved is an unclean witch and will be purged by the of his enemy, filling his mind with the unbearable truth of his Inquisitor’s own Emperor-bestowed powers lest the beasts of sins, until nothing more than a drooling, broken form remains. the Warp enslave his soul. This power is used in the Shooting phase instead of firing a Hammer of the Witches is a psychic power that is used in the weapon. The Witch Hunters player may choose any enemy Shooting phase instead of firing a weapon. It does not require line model with the Independent Character special rule within 24" of of sight to use and may be used if the Inquisitor is engaged in an the Inquisitor Lord and within his line of sight as the target of the assault. Roll a D6; this number of enemy psykers must pass a Leadership test or suffer a Perils of the Warp attack as the divine attack. Both players roll a D6 and add the Leadership of their purity of the Emperor consumes them, starting with the psyker respective models. If the Inquisitor Lord scores higher than the nearest the Inquisitor, and working outwards from him. If you roll target model, the target’s Leadership is reduced by 3 for the a number greater than the number of enemy psykers on the table, remainder of the game. This power may only be used each psyker is attacked once and the excess attacks are lost. successfully once per target, and may not be used if the target is engaged in an assault. If the scores are drawn, or the HAMMERHAND ...... 10 points Inquisitor Lord scores less, the power has no effect. Some psykers can wield their mental powers as a physical force, such that anything they touch suffers catastrophic SCOURGING ...... 20 points damage. A psyker using Hammerhand is capable of ripping The psyker channels his righteous wrath into crackling energy, apart adamantium plates with his bare hands. the air itself splitting apart as bright arcs of soul-lightning ravage Hammerhand is a psychic power that may be used at the those in his path. beginning of any Assault phase. If the test is passed, Scourging is a psychic power that may be used in the psyker’s Hammerhand doubles the basic Strength of the user until his Shooting phase instead of firing a weapon. When used, Scourging counts as a weapon with the following profile:

Know this, adept, for your journey has been long and you are to be Range: 18" Str: 5 AP: 5 Assault D6 trusted as few will ever be. Psykers represent Humanity’s future, the Roll to hit, wound and save as normal. Invulnerable saves may ideal creature into which Mankind will evolve; a more powerful, more not be taken against wounds caused by Scourging. intelligent and more capable life form. As yet this race is weak, its members lacking the mental strength needed to face the dangers of the WORD OF THE EMPEROR ...... 10 points psychic universe. Were the new race of psykers permitted to develop Many Inquisitors have such force of belief that their canticles free and unprotected, the whole of Humanity would soon be destroyed. and liturgies can cause the unbeliever and the witch to shrink We few who are privy to this truth have guarded it selflessly for nigh back in fear. on four millennia, since the end of the great schism from which our order was born. It is our sole concern, for the very future of our race Word of the Emperor is a psychic power that can be used at the depends upon us, and us alone. beginning of the enemy Assault phase, even if the psyker is Transcription of suppressed texts, engaged in close combat. All enemy units attempting to charge from the archives of the Gethsemene Reclusium the psyker or his unit must pass a Leadership test. If they fail, they may not assault at all that turn.

- 4 - INQUISITORIAL HENCHMEN rare for an Inquisitor to be able to gather anything other than a Every servant has his place, no matter how lowly or modest. handful of his retainers for any one mission, though Imperial records describe a retinue numbering in the hundreds To know it is his greatest comfort, to excel within his greatest accompanying Inquisitor Lord Caetris on his mission to destroy solace, and his master's contentment is his greatest reward. his rivals that began the Schism that bears his name. Codex Administratum An Inquisitor or Inquisitor Lord may take Inquisitorial Henchmen as a retinue. Note that the Inquisitor and any The work of the Ordo Hereticus requires many diverse skills Henchmen he may have only take up one of the appropriate and abilities, and to expect one person, even one as slots on the Force Organisation chart (HQ for Inquisitor Lords, exceptional as an Inquisitor, to possess them all would be Elites for Inquisitors). They form a single unit and obey all unrealistic. As a result, many Inquisitors gather a skilled coterie normal coherency rules. of loyal followers to aid them in their work. The authority of the An Inquisitor may take up to six Henchmen, whereas an Inquisition allows an Inquisitor to requisition anything he Inquisitor Lord must take a retinue of between 3 and 12 requires to carry out his duty to the Immortal Emperor of Henchmen. An Inquisitor or Inquisitor Lord can have no more Mankind. Every Imperial citizen, from the mightiest planetary than three Henchmen of any one type in his retinue. Victory governor to the lowliest scribe, must heed an Inquisitor’s Points are counted for the unit as normal. summons. Often these will be trusted comrades and Any profile increases an Inquisitor may benefit from due to his companions that the Inquisitor has gathered about him on his Henchmen remain in effect even if the Henchman that afforded ceaseless task of defending Humanity, while others will be the increase is removed from play. locally requisitioned forces assembled for a particular mission. Particularly useful or courageous individuals may be INQUISITORIAL HENCHMEN permanently attached to the Inquisitor’s staff and find Pts WS BS S T W I A Ld Sv themselves accompanying him across the galaxy to purge Henchman varies 333313186+ heretics and mutants wherever they may be found. Such Equipment: A variety of armaments that range from digital retinues can vary tremendously in size, ranging from small, weapons to industrial chainsaws. Treat them all as being dedicated warrior bands to entire networks of staff, advisors equipped with a laspistol and close combat weapon unless and warriors numbering in the hundreds. It would be extremely stated otherwise in the Henchman’s description.

Out in the dark streets of the city, my followers did their I went down into the street, where canister fires blazed work. I had eighty loyal servants scouring the streets. In my and masked revellers capered and caroused. I was rooms at the Hippodrome, I waited, parched, unsteady, dressed all in black, with a floor length coat of heavy distant. black leather. Ravenor came up trumps. Ravenor, of course. With his Despite that, despite the flames around me, I was cold. promise, it wouldn’t be long before he left the rank of Fatigue, and the lack of nourishment, were eating into interrogator behind and became a full inquisitor in his my bones. own right. I looked at the moon. Threads of heat around a cold, He found Beldame Sadia’s lair in the catacombs beneath black heart. Like me, I thought, like me. the derelict church of Saint Kiodrus. I hurried to respond to A carriage had been called for. Six painted hippines, his call. snorting and bridled, teamed to a stately landau. ‘You should stay here,’ Bequin told me, but I shook her Several members of my staff waited nearby, and off. hurried forward when they saw me emerge onto the street. ‘I have to do this, Alizebeth.’ I assessed them quickly. Good people all, or they Alizebeth Bequin was by that time one hundred and wouldn’t have made the cut to be here. With a few twenty-five years old. She was still as beautiful and as wordless gestures I pulled out four to accompany me active as she had been in her thirties, thanks to discreet and then sent the rest back to other duties. augmetic surgery and a regime of juvenat-drugs. Framed by the veil of her starch-silk dress, her The four chosen mounted the carriage with me. handsome face and dark eyes glared at me. Mescher Qus, an ex-Imperial Guardsman from Vladislav; Arianrhod Esw Sweydyr, the swordswoman ‘It will kill you, Gregor,’ she said. from Carthae; and Beronice and Zu Zeng, two females from Bequin’s Distaff. ‘If it does, then it is time for Gregor Eisenhorn to die.’ At the last moment, Beronice was ordered out of the Bequin looked across the gloomy, candlelit room at carriage and Alizebeth Bequin took her place. Bequin Aemos, but he simply shook his ancient, augmented had quit active service with me sixty-eight standard skull sadly. There were times, he knew, when there was years before in order to develop and run her Distaff, but simply no reasoning with me. there were still times she didn’t trust her people and

- 5 - The Acolyte ...... 8 points The Familiar ...... 6 points (Interrogator/Explicator/Notary) (Cherubim/Servo-skull/Psyber-eagle) The Inquisitor is hardy and wise, having survived long enough to An Inquisitor is occasionally accompanied by familiars attuned to his begin training likely prospects to follow in his footsteps. Typically mental signature. These strange constructs not only boost his having been active in the field for over a century, an Inquisitor only awareness of danger but can also act as psychic conduits; an Inquisitor accepts trainee Inquisitors once he is certain he has mastered the with psychic powers accompanied by a Familiar finds his abilities skills of his calling. His charges hang on his every word, hoping that amplified, but without the cost such augmentation usually incurs. some day they will attain the status of their mentor. All aspiring Inquisitors must start at the lowly rank of Explicator, where they learn The most common of these bizarre constructs is the Servo-skull. how to extract information using physical pain and the tools of the These are built from the craniums of pious Imperial servants, and are torturer – after all, they are not known as the Inquisition for nothing. given motive force by small anti-grav motors. These psychic- Those few who survive to make the rank of Interrogator are both symbiotes are mentally linked to the Inquisitor, and he can command capable and strong, for only the most skilful survive the duty of them, see and hear with their senses and even attack with them accompanying their mentor on the field of battle. should the situation become desperate. If an Inquisitor with an Acolyte Henchman suffers a wound, he may If an Inquisitor has one or more Familiars in his retinue, he benefits allocate the wound to the Acolyte, but he may only allocate one from +1 Initiative. For each Familiar the Inquisitor has in his retinue, he wound per Acolyte in any given phase. This must be done before any may purchase one more psychic power than normally allowed from the saving throws are attempted. Witch Hunters Psychic Powers list (page 4). However, he may only Each Acolyte in an Inquisitor’s retinue can purchase up to 15 points use one of these powers per turn. When the Inquisitor is removed from of equipment from the Witch Hunters Armoury. play, any Familiars he may have had are also removed. If the Familiar is removed, the Inquisitor’s psychic powers are unaffected. The Sage ...... 10 points Familiars count as being armed with a single close combat weapon. (Autosavant/Lexmechanic/Calculus Logi/Sister Dialogous) Inquisitors typically have at least one savant or academic on their staff, The Penitent ...... 7 points as their augmented ability to store and process vast swathes of cogent (Bound Psyker/Penitent Witch/Pariah) information is of paramount importance in tracking and discovering the One of the greatest rewards of the Witch Hunters’ work is when a soul foes of Mankind. But their uses are by no means limited to civilian roles. The Witch Hunter may have a Calculus Logi, a savant, lexmechanic or is saved and returns to the Emperor’s light. Through the purgation of Sister Dialogous as part of his retinue, as all are extremely adept at pain and the shriving of their sins, precious few sinners live to repent calculating trajectories, communicating with the local populace and their evil ways and begin the lifelong task of atoning for their wickedness. translating ancient texts that may lead to the discovery and elimination Those penitent witches who are judged to be truly repentant are bound of the heretical. All can process battlefield information faster than even by powerful wards, sanctified with holy oils and allowed to live that they the most advanced cogitators, and their expertise in predicting enemy might protect their deliverer from harm at the hands of other dangerous movements is invaluable to a militant Inquisitor. psykers. Little more than psychic lightning rods, they endure constant If accompanied by a Sage, the Inquisitor benefits from +1 BS. If he pain as they ‘earth’ the blasphemous magicks of the Inquisitor’s foes has more than one Sage in his retinue, the Inquisitor or a member of and allow him to continue his good works. his retinue may re-roll a failed roll to hit during the Shooting phase, If an Inquisitor with a Penitent in his retinue comes under attack from a though they must accept the second result. psychic power of any description, its energy may be dissipated through the Penitent. The Inquisitor and his retinue benefit from a 4+ save The Warrior ...... 10 points against the effects of any and every psychic power directed against (Veteran Guardsman/Combat Servitor/Gun Servitor/Crusader) them or including them in its area of effect. If the save is passed, the The Inquisitor has an affinity for martial actions and a fine power has no effect. If an Inquisitor’s retinue contains more than one appreciation of the value of ranged firepower. Penitent, then this save rises to 2+. Note that if the Inquisitor is He has trained extensively in both ranged combat and close assault, equipped with a psychic hood then he may use either his Penitents or and ensures that he is well equipped to fight the minions of the witch the psychic hood to attempt to nullify the enemy power, but not both. A as well as the witch itself. He is invariably accompanied by Penitent counts as being armed with a single close combat weapon. accomplished and well-armed warriors, capable of laying down covering fire or protecting him from harm at the hands of heretics The Chirurgeon ...... 12 points and traitors. These warriors range from the Inquisitor’s own personal (Torturer/Excoriator/Sister Hospitaller) guards to experienced, hard-bitten Imperial Guardsmen and Battle- Often the work of a Witch Hunter can only truly begin once their prey Servitors, cybernetically altered to the extent that they are more has been captured. Both information and repentance must be weapon than man. extracted from a victim, often in the depths of the torturer’s dungeon The Inquisitor gains +1 WS if he has any Warriors in his retinue. by the red-hot implements of his trade. Such expert students of the All Warrior Henchmen have BS 4 (except the Crusader who has intricacies of human anatomy know the exact amount of punishment WS 4 instead), a 4+ Armour save, a hellgun, targeter, and both frag that can be inflicted on the fragile flesh of a subject before it expires. and krak grenades. They can inflict the maximum amount of pain for the least amount of A Crusader must exchange his hellgun and targeter for a power effort, and then nurse their subject’s shattered body back to health in sword and suppression shield at +10 points. The suppression shield order to begin the process again. Though the purpose of the Sisters counts as an additional close combat weapon and gives the of the Order Hospitaller is very different to that of the torturer, their Crusader a 4+ Invulnerable save. knowledge of the human body and their skills in the healing arts are A Veteran Guardsman may exchange his hellgun for one of the no less thorough. Many an Inquisitor or soldier has had cause to following weapon options: hellpistol and close combat weapon at no thank the Emperor for their ministrations and ability to heal the most extra cost; shotgun at no extra cost; flamer at +5 points; plasma gun grievous of wounds. at +10 points; meltagun at +10 points; grenade launcher at +10 points. If accompanied by a Chirurgeon, an Inquisitor may ignore the first Combat Servitors must exchange their hellgun for a power fist and wound he takes each turn so long as it was not caused by a shooting close combat weapon at +15 points. attack that causes Instant Death or a close combat attack that allows Gun Servitors must exchange their hellguns for one of the following no Armour save. If he has more than one Chirurgeon in his retinue weapons: multi-melta at +25 points; heavy bolter at +15 points. Up to then he may ignore the first wound he takes each turn regardless of one Gun Servitor in each Inquisitor’s retinue may instead be whether it causes Instant Death or was from a close combat weapon equipped with a plasma cannon at +35 points. that allows no Armour save.

- 6 -

SISTERS OF BATTLE SPECIAL RULES SHIELD OF FAITH Martyrdom The Adepta Sororitas represent the epitome of faith and purity – Every time a Faithful character is removed as a casualty, or a witchcraft, heresy and mutation are anathema to them. Force Faithful unit loses its last model, the number of Faith Points weapons lose their ability to kill their target outright, simply count originally contributed by the character or unit is added back to the them as power weapons. Psychic powers targeted against any unit Faith Point total. These acts of martyrdom thus increase the total or character with the Adepta Sororitas special rule, or including number of Faith Points available to the army as the game goes on. them in its area of effect, are nullified and will not work on a D6 roll Faithful units or characters that leave the table as a result of falling of 5+ (roll once for each power, even if it affects several Adepta back do not contribute Faith Points. Sororitas units). Minor psychic powers have no effect on Adepta Sororitas units or ACTS OF FAITH characters at all, even those used by friendly psykers that would have a beneficial effect on them. HAND OF THE EMPEROR Praying to the Emperor to channel His wrath through their bodies, ACTS OF FAITH the Sisters strike down their foes with preternatural strength. Acts of Faith are a manifestation of the Emperor’s divine purpose; Phase: Either player’s Assault phase. small miracles that can turn the tide of battle if used in the correct combination at just the right moment. How many Acts of Faith can Test of Faith: Roll equal to or under the current number of models in the squad. A result of 12 always fails. be attempted during a game, and which units can make use of them are described below. Effect: Make the Test of Faith before rolling to hit. Each model in the unit adds +2 to its Strength, but will strike at Initiative 1. Faith Points • An army that includes certain Sisters of Battle units has a DIVINE GUIDANCE number of Faith Points, which may be expended to attempt Guided by the will of the Emperor Himself, the shots and blows of Acts of Faith. Certain characters and units are noted as being the faithful shatter their enemies’ armour with contemptuous ease. Faithful and contribute Faith Points to the army’s total, as Phase: Either player’s Assault phase/own Shooting phase. noted in their army list entry. Test of Faith: Roll equal to or under the current number of models • Keep track of the Faith Point total as the game progresses; in the squad. A result of 12 always fails. you might like to use a number of dice with the total Faith Effect: Make the Test of Faith after determining how many models Points shown on their upper facings, or use some other form are hit, but before rolling to wound. When shooting, any rolls which of counter or marker. cause a wound on the roll of a 6 count as AP1. In an assault, any rolls which cause a wound on the roll of a 6 count as being made by a Who can use Acts of Faith? power weapon. • Any unit with the Adepta Sororitas special rule, which is joined by or includes a character with the Faithful special rule, is THE PASSION counted as Faithful itself while the character is with the unit. The faithful leap and weave through the chaos of melée, striking at The effects of any Acts of Faith apply to the entire unit. their foes with a speed born of their holy fervour. Phase: Either player’s Assault phase. • While an Adepta Sororitas unit is joined by a character without the Faithful special rule, it may not use any Acts of Faith. The Test of Faith: Roll equal to or over the current number of models in the squad. only exception is if the unit is assigned a Priest, in which case he is counted towards the unit’s size, and will benefit from any Effect: Roll at the beginning of either Assault phase. If successful, successful Acts. every model in the unit adds 2 to its Initiative. May not be used in the same phase as Hand of the Emperor, and does not override • Should the Faithful character be removed as a casualty, the weapons that always strike last or at Initiative 1, neither does it unit remains Faithful until the end of the phase in which the change the effect of any type of grenade. model was removed. LIGHT OF THE EMPEROR Tests of Faith The Sisters are filled with the knowledge that the only thing they need • Each attempt costs one Faith Point. fear is failing the Emperor of Mankind. Armed with such faith, the • Roll 2D6 and compare the result to the current size of the unit enemy holds no terror for them. – whether or not the attempt is successful depends upon the Phase: Own Movement phase. specific Act of Faith being attempted (see below). If the test is Test of Faith: Roll equal to or over the current number of models failed the Act of Faith does not occur. in the squad. Effect: Test at the beginning of the phase. The unit becomes • A unit may not attempt to use the same Act of Faith more than Fearless until the beginning of its next Movement phase, which once per phase; although it may use combinations of several means that it will automatically pass any Morale check or Pinning test different Acts. it is required to make. A unit that is falling back and is using this Act • Acts of Faith are unaffected by special rules that work on or will regroup without the need to make a Morale check, regardless of against psychic powers, and models using them are not the normal restrictions, in addition to becoming Fearless for the turn. counted as psykers. SPIRIT OF THE MARTYR Independent Characters using Acts of Faith The Sisters’ prayers steel their bodies against the weapons of the Faithful Independent Characters may use Acts of Faith while enemy. They will die when the Emperor is ready to accept their souls, and not a moment before. operating independently or if they have joined a unit with the Adepta Sororitas special rule – they may not use them if they have Phase: Enemy Shooting phase or either player’s Assault phase. joined any other type of unit. While part of a Faithful unit, use the Test of Faith: Roll equal to or over the current number of models normal rules for attempting Acts of Faith, counting the character in the squad. towards the total squad size. When attempting to use an Act of Effect: Roll at the beginning of the phase. The unit gains an Faith while operating independently, a Faithful Independent Invulnerable save equal to its normal Armour save for the remainder Character must pass an unmodified Leadership test to do so. of the phase. This may not be combined with any other saves.

- 8 - BATTLEGEAR OF THE ADEPTA SORORITAS SORORITAS POWER ARMOUR The power armour worn by the Battle Sisters of the Orders FLEUR DE LYS TATTOO Militant is based upon the same archaic systems as that worn by Many Sisters bear devotional the brethren of the Adeptus Astartes. It provides the same degree markings such as tattoos, electoos of armoured protection, yet must forego the more advanced life- and ritual scarifications, support systems and strength enhancing abilities used by the proclaiming their loyalty to the Space Marines, as the Sisters of Battle are not implanted with Adepta Sororitas, the Ecclesiarchy the Black Carapace that allows the Astartes to interface fully and the Imperium. Such marks with their own armour. Despite this, the Sisters of Battle are one might include the Fleur-de-Lys of the few Imperial forces outside of the Space Marines to be symbol of the Sisterhood, the icon granted the right to wear such formidable armour, and they are of the Inquisition, roses, wings and trained to deadly effect to utilise its abilities to the full. all manner of variations on the iconography of the Orders.

GODWYN-DE’AZ PATTERN BOLTER The standard issue weapon for all Battle Sisters since the Orders Militant were formed, the Godwyn- De’az pattern bolter has remained unchanged for millennia, largely CHAPLET ECCLESIASTICUS due to its superior performance in Every member of the Sisterhood comparison to other weapons of its bears one of these icons of the class. But the Godwyn-De’az is Ecclesiarchy, worn around the neck much more than a weapon to the or waist on a string of adamantium Sisters of Battle; it is a symbol of the beads. Each bead represents an act Emperor’s divine judgement, the of penitence undertaken by the first and foremost of the ‘holy bearer, though in the case of long- trinity’ of bolter, flamer and melta LIVERY serving members, each bead may with which the Adepta Sororitas This Battle Sister wears the count ten, 100 or even 1,000 such bring justice to the manifold enemies livery of the Order of Our acts. The Adepta Sororitas ever of Mankind. Martyred Lady. The red of the strive to honour the sacrifice made cloth was adopted by the by the Emperor by emulating His majority of Preceptories to example. remember the Order’s losses at Armageddon, and features the first line of the Fede Imperialis, the Battle Hymn of the Adepta PURITY SEALS Sororitas, framed in parallel Devotional scripts and lines of silver thread. declarations of the bearer’s sanctity, many Sisters wear purity seals to further protect them from the taint of the impure and the sinful. In the course of her duties a Sister may bear witness to the most terrible of sights and so the more purity seals borne, the more of such horrors she has had to endure. Each seal is a benediction against the forces of disorder, warpcraft and mutation, a plea to the Emperor for deliverance from evil.

‘SABBAT’ PATTERN SORORITAS HELM

The standard pattern worn by the majority of insensible by adverse battlefield conditions. The Battle-Sisters since the mid 38th millennium, second helmet shown is a variant of the Sabbat this helm contains an integral rebreather, pattern, mounting the fleur de lys symbol of allowing the Sister to operate in total vacuum the Sisterhood upon the front, an honour for limited periods. The visor provides full- normally reserved for those Sisters who have spectrum filtering and limited psycho-oculal performed with exceptional courage and buffering, allowing the Sister to fight on where honour. It is also common amongst the elite a less well-equipped warrior would be rendered Celestian squads.

- 9 - WITCH HUNTERS ARMOURY Characters can have up to two weapons, one of which may be a two-handed weapon. You may also pick up to 100 points worth of wargear per model but no model may be given the same item twice. All wargear must be represented on the model. However, unlike with normal visual representation, it is permitted for an Inquisitor or Inquisitor Lord’s Henchmen to carry items of wargear for him; to all intents and purposes it is still part of the Inquisitor’s wargear and is not destroyed if that Henchman is removed as a casualty. Normal limits on weapons must still be obeyed.

ONE-HANDED WEAPONS WARGEAR VEHICLE UPGRADES Bolt pistol ...... 1 pt Auspex ...... 2 pts Some vehicles can have the following Close combat weapon ...... 1 pt Bionics ...... 10 pts equipment upgrades. The upgrades that Inferno pistol 2 ...... 15 pts Book of St. Lucius 4 ...... 5 pts may be taken are listed in the entry for the vehicle in the army list. All upgrades must Plasma pistol ...... 15 pts Carapace armour ...... 5 pts be shown on the model and no upgrade 3 Power weapon ...... 10 pts Cloak of St. Aspira ...... 20 pts may be taken more than once per vehicle. Force weapon 1 ...... 40 pts Digital weapons 1 ...... 10 pts Dozer blade ...... 5 pts Praesidium Protectiva 4 ...... 10 pts Excruciators 1 ...... 5 pts Extra armour ...... 5 pts (One per army) Brazier of Holy Fire ...... 10 pts 5 Frag grenades ...... 1 pt Blessed ammunition ...... 10 pts TWO-HANDED WEAPONS Hexagrammic Wards 1 ...... 5 pts Holy Promethium ...... 10 pts Blessed weapon 3 ...... 30 pts 5 Inquisitorial Mandate 1 ...... 40 pts Holy Icon ...... 10 pts (One per army) (One per army) Hunter-killer missile ...... 15 pts Bolter ...... 2 pts Jump pack 3 ...... 20 pts Laud Hailer 5 ...... 10 pts Combi-weapons: Krak grenades ...... 2 pts Pintle-mounted storm bolter . . . . .10 pts Bolter-flamer ...... 10 pts Liber Heresius 1 ...... 20 pts Searchlight ...... 1 pt Bolter-plasma gun ...... 15 pts 3 Litanies of Faith ...... 25 pts Smoke launchers ...... 3 pts Bolter-meltagun ...... 15 pts Mantle of Ophelia 3 ...... 15 pts Bolter-stake crossbow ...... 10 pts (One per army) 1 Inquisitors and Inquisitor Lords only. 2 Inquisitors, Inquisitor Lords and Eviscerator ...... 25 pts Master-crafted weapon ...... 15 pts Adepta Sororitas Heroines only. Mancatcher ...... 5 pts Melta bombs ...... 5 pts 3 Adepta Sororitas Heroines only. (Acolyte Henchman only) Power armour ...... 10 pts 4 Adepta Sororitas only. Shotgun ...... 1 pt Psi-tracker 1 ...... 15 pts 5 Adepta Sororitas vehicles only. Storm bolter ...... 10 pts (One per army) Power stake 1 ...... 20 pts Psycannon bolts 1 ...... 10 pts Psychic hood 1 ...... 20 pts PSYCHIC POWERS 1 Divine Pronouncement ...... 30 pts Psyocculum ...... 3 pts Purity seals ...... 5 pts Hammer of the Witches ...... 20 pts Rosarius ...... 25 pts Hammerhand ...... 10 pts Sacred Banner His Will Be Done ...... 15 pts of the Order Militant 4 ...... 50 pts Purgatus ...... 15 pts (Celestian banner bearer only) (Inquisitor Lord only) Sacred Standard 4 ...... 20 pts Scourging ...... 20 pts (Celestian banner bearer only) Word of the Emperor ...... 10 pts Sarissa 4 ...... 5 pts

Auspex bionics is killed, instead of removing it, Book of St. Lucius An auspex is a short-ranged scanner place the model on its side. Roll a D6 at This great tome contains the many used to detect hidden enemy troops. If the start of the next turn. On the roll of a inspirational writings and sermons of enemy infiltrators set up within 4D6" of a 6 the model is stood back up with one St. Lucius of Agatha. Any friendly unit model with an auspex, then that model is wound, but on any other result it is with a model within 6" may use the allowed to take a ‘free’ shot at them (or removed as a casualty. bearer’s unmodified Leadership value sound the alarm in a Raid scenario). If the for any Morale checks or Pinning tests it Blessed Weapon model is part of a unit then the whole unit is required to take. Including such renowned weapons as may shoot. These shots are taken before the Blade of Admonition, the Axe of Brazier of Holy Fire the battle begins, and may cause the Retribution and the Flail of This holy artefact is said to light the infiltrators to fall back. The normal Chastisement, ‘blessed weapon’ is a faces of the faithful and leave the impure shooting rules apply. category that includes the most revered shrouded in darkness. In battle, the Bionics artefacts carried to war by the Orders brazier can be wielded like a weapon in Bionics allow a character who has Militant. A blessed weapon is a Master close combat and contains enough fuel suffered a crippling injury to return to Crafted power weapon that adds 2 to the to spray a jet of flames at the enemy. service. To represent this, if a model with bearer’s Strength. One per army. The Brazier of Holy Fire counts as a

- 10 - close combat weapon. In addition, it Excruciators Inquisitorial Mandate may be used once per battle like a Excruciators are fiendish devices Listing the many penalties of failure, this flamer. All of the normal rules for a employed by Inquisitors to obtain dreaded document outlines the flamer apply. information from recalcitrant prisoners or punishments that will be meted out to to otherwise show captured heretics and those who falter in their duty to the Carapace armour witches the error of their ways. If the Emperor. A model bearing an A model that has carapace armour has a bearer of Excruciators is alive at the end Inquisitorial Mandate may reveal it once 4+ Armour save. of the battle, each enemy psyker killed per battle. This may be done at any time, Cloak of St. Aspira or otherwise removed from the table is as long as the model with the Mandate A magnificent cloak of velvet and fur, worth an additional D6x10 Victory does not move in the turn it is revealed. blessed in the Ecclesiarchal Palace of Points. One per army. On the turn the Mandate is revealed, all Terra to ward away the blows of the friendly models within 2D6" receive a Force Weapon Emperor’s enemies. The Cloak of +1 Attack bonus for the rest of that turn These are potent psychic weapons that St. Aspira adds 1 to a model’s Armour as they fight to prove their devotion. can only be used by a trained psyker. save, so an Adepta Sororitas Heroine in Note that the Mandate may be revealed They are treated as a power weapon, power armour wearing the cloak will in an opposing player’s turn if you wish. but can unleash a psychic attack that have an armour save of 2+. One per army. can kill an opponent outright. Roll to hit, Combi-weapons to wound and to save as normal. Then, Liber Heresius These are basically two weapons joined as long as at least one wound has been Containing the wisdom of thousands of together, giving the character a choice of inflicted, make a Psychic test for the Witch Hunters, this tome allows an two weapons to fire instead of one. A psyker against one opponent wounded Inquisitor to better understand the character who is armed with a combi- by the weapon. The normal rules for machinations of his enemies and allows weapon may choose which of the using psychic powers apply, and you him to approach their lairs from the weapons he is going to use in the cannot use another psychic ability in the optimum position of attack. In missions Shooting phase. The bolter may be fired same turn. If the test is passed then the where there is a choice of table edge, any number of times, but the other opponent is slain outright, no matter how the Inquisitor must take a Leadership weapon may only be fired once per many wounds it has (but count the test before the game and if this is battle. Note that you may not choose to actual amount inflicted for determining passed he may choose the deployment fire both weapons at once. which side won the assault). Note that a zone for his army rather than rolling a force weapon has no special effect dice for it. If he fails the Leadership test Combi-weapon: Bolter-stake crossbow against targets that don’t have wounds, on a double 6, the enemy player may This fires a blessed silver stake that eg, Dreadnoughts, vehicles, etc. Also choose his deployment zone. On any immolates its target in a burst of holy fire. note that you only take one Psychic test other outcome, roll the dice as normal The stake-crossbow is an Assault 2 no matter how many wounds were for deployment. weapon with a range of 24". Any psyker inflicted. hit will be wounded on a 2+ and receives Litanies of Faith no Armour save (though Invulnerable Hexagrammic Wards The Litanies of Faith contain the entire saves may be taken as normal). On any The Inquisitor is protected by powerful teachings of the Ecclesiarchy, and their other target, the weapon counts as charms and canticles of faith and hymnals and chants fill the Emperor’s Strength 3, AP5. devotion. Enemy psykers within 24" who servants with burning zeal. Once per attempt to use any psychic powers that game, the character may use an Act of Digital weapons would affect the Inquisitor or his retinue Faith without the need for a Test of Faith, Ancient relics thought to have been take their Psychic test at -1 to their and without expending a Faith Point. created for the Imperium by an alien Leadership. The effects are not Mancatcher race, digital weapons are powerful cumulative. miniaturised versions of such weapons The mancatcher is a two-handed close as the needler and laspistol. So delicate Inferno Pistol combat weapon. For each Acolyte that they can fit onto a forefinger or be This highly rare, artificer-made weapon carrying a mancatcher in base-to-base disguised as jewellery, they are is granted only to the most privileged contact with an enemy model, that invaluable tools for the Inquisition. A members of the Ordo Hereticus and enemy model’s attacks are reduced by 1 model with digital weapons may make a Adepta Sororitas. The inferno pistol gets to a minimum of 1 attack. Each special attack in close combat at +2 to an extra D6 Armour Penetration when mancatcher may only affect one enemy his Initiative in addition to his normal fired at vehicles within 3". The inferno model. attacks, inflicting one Strength 4 hit on a pistol has the following profile: D6 roll of 4+. Normal Armour saves are Range: 6" Strength: 8 AP: 2 Pistol allowed. Eviscerator This is a grotesquely large two-handed chainsword. It must be wielded in both hands and so cannot be used in combination with another close combat weapon. It is treated in all other respects as a power fist that rolls 2D6 for Armour Penetration. The inferno pistol of Inquisitor Malich, hand-crafted by the Master Artificer Ernst Heckler, M38.

- 11 - Mantle of Ophelia Praesidium Protectiva is part of a unit then this ability applies to The Mantle of Ophelia is a badge of Believed to contain shards of armour the whole unit, not just the model with office for high-ranking members of the worn by the Emperor Himself, this shield the purity seals. Adepta Sororitas and is believed to have can be used to defend against enemies Rosarius sacred powers of protection. The first assaulting the bearer. A model equipped A Rosarius is a badge of faith which time the wearer takes a wound that with a Praesidium Protectiva may take a incorporates a powerful conversion field would cause an ‘instant death’ effect, 4+ Invulnerable save in an assault only one wound is actually taken. The instead of her normal armour save. The that protects its wearer from harm. A model mantle may only be used once per save may only be used against one with a Rosarius gets a 4+ Invulnerable battle. One per army. opponent per turn (the defender chooses save that may be taken instead of the which one). Although not a weapon as model’s normal Armour save. Master-Crafted Weapon such, a Praesidium Protectiva must be A master-crafted weapon follows the Sacred Standard carried in one hand and therefore takes normal rules for the converted weapon, Any unit with the Adepta Sororitas rule the place of one single-handed weapon. except that it allows one failed roll to hit with a model within 6" of the standard adds +1 to its combat resolution score in per turn to be re-rolled. Such a modified Psi-tracker an assault, ie, it counts as having weapon is taken as an upgrade for a If a model has a psi-tracker, one roll to inflicted one more casualty than it weapon already carried by a model and hit made by any model in the Witch actually did. The effect of multiple must be represented by a suitably Hunters army may be re-rolled once per Sacred Standards is cumulative. ornate weapon on the model itself. A Shooting phase, so long as the target is grenade cannot be master-crafted. a psyker, or is a squad with a psyker Sacred Banner of the Order Militant The upgrade cost of 15 points is added attached to it. One per army. Any Adepta Sororitas unit with a model to the normal cost of the weapon but Psycannon bolts within 12" of the Sacred Banner of the only the upgrade cost is taken against The bolt weapon carried by the Order Militant is counted as Fearless, the points limit on wargear taken by the Inquisitor has a magazine of psychically and will therefore ignore Morale tests model (so a master-crafted power impregnated psycannon bolts. These and Pinning tests – they are assumed to weapon costs 25 points but counts as vary in calibre from bolt pistol size to automatically pass the test. One per only 15 points against a character’s storm bolter shells, though their potency army. May only be used in an army of Wargear limit). is remarkable in all cases. A bolt weapon 2,000 points or more. Neural whip (storm bolter, bolter, combi-bolter or bolt Sarissa The flailing, psycho-conductive neural pistol) with this upgrade counts as AP4. These vicious, spiked combat whips carried by the Mistresses of Sister Only Armour saves may be taken attachments are used by the Adepta Repentia squads are as much symbols against psycannon bolts – Invulnerable Sororitas to add lethal close combat of rank as they are vicious weapons that saves may not be taken. utility to their standard issue bolter. The lash out at the enemies of the Emperor Psychic Hood sarissa may only be used by a model before they are able to strike back. A Psychic hoods allow a Witch Hunter to equipped with a standard bolter. In any neural whip is a power weapon, and nullify an opposing psyker’s power. Assault phase in which the model adds 1 to the bearer’s Initiative. Declare that you’ll use the psychic hood charges, her close combat hits to wound may be re-rolled. The sarissa may not Power armour after an opponent has successfully made be combined with any other close Made from thick ceramite plates and a Psychic test, but before they have used combat weapon, although it may used in electronically motivated fibre bundles the power. Each player then rolls a D6 conjunction with Acts of Faith. It does that replicate and enhance the and adds their model’s Leadership value not count as an additional close combat movements of the wearer, power armour to the score. If the Witch Hunter beats weapon, so the model only ever gets to is among the best protective equipment the opposing model’s score then the make her base number of Attacks, plus the Imperium can provide. It affords the psychic power is nullified and may not be any bonus for charging. wearer a 3+ Armour save. used that turn. If the opposing model’s score is equal or higher, it may use its Simulacrum Imperialis Power stake psychic power as normal. The psychic A long iron stake that immolates as it These holy symbols of the Ecclesiarchy hood can be used each time an enemy were once carried by one of the pierces the body of a psyker. The stake model uses a psychic power. counts as a power weapon but against Imperium’s many saints, or may even be targets that have psychic powers, it will Psyocculum wrought from their bones. The presence always wound on a 2+. A model wearing these witch-finding of the Simulacrum Imperialis allows a eyepieces, and any unit he is with, does not Faithful unit to roll one extra dice when need to roll to determine how far it can see making a Test of Faith and choose which when using the Night Fighting rules, so two dice to use. This may be used once long as the target is a psyker, or a squad per player turn. joined by one. Targeter Purity Seals Models equipped with a targeter are If a model wearing purity seals falls allowed to pre-measure the range to a back, roll one extra D6 for its fall back target before they decide who to shoot at distance, and then discard one D6 of in the Shooting phase. After you have your choice to determine the distance used a targeter then any Guess range fallen back. If a model with purity seals weapons may not be fired that turn.

- 12 - WITCH HUNTERS VEHICLE UPGRADES Just as with choosing wargear for your Emperor’s blessing and protection. Any Pintle-Mounted Storm Bolter Witch Hunter characters and units, the friendly unit with a model within 6" of the Pintle-mounted storm bolters are fixed upgrades you choose for your vehicle vehicle adds 1 to its Leadership for the to the outside of a vehicle and can be should be represented on the model purposes of taking any Morale checks used by a crewman from an open hatch itself. Note that when choosing and Pinning tests, up to a maximum of or from inside the vehicle. They are upgrades, no vehicle can have the same 10. The effects of multiple holy icons are treated as an extra storm bolter that can upgrade more than once. not cumulative. be used in addition to any other weapons the vehicle has. Blessed ammunition Holy Promethium (Immolator only) Any storm bolter or heavy bolter shots An Immolator armed with twin heavy Searchlight fired by the vehicle ignore cover saves. flamers and equipped with holy Searchlights are only of use in missions promethium will force a unit it causes a where the Night Fighting scenario Dozer Blade casualty upon to take a Morale check as special rule is being used. They allow Vehicles equipped with dozer blades if it had just suffered 25% or more one enemy unit spotted by the vehicle to can re-roll a failed Difficult Terrain test as casualties. be fired at by any other friendly units that long as they do not move more than 6" are in range and have a line of sight (the that turn. Hunter-killer missile enemy unit has been illuminated by the Hunter-killer missiles are a common Extra Armour vehicle’s searchlight). However, a upgrade for Imperial vehicles. They are Some Imperial vehicle crews add vehicle that uses a searchlight can be treated as a krak missile with unlimited additional armour plating to their fired on by any enemy units in their next range and can only be used once per battle. vehicles to provide a little extra turn, as they can see the searchlight protection. Vehicles equipped with extra Laud Hailers shining out of the dark. armour count Crew Stunned results on Proclaiming the power of the Emperor in Smoke Launchers the Vehicle Damage table as Crew heavenly tones, Laud Hailers fill the See the Warhammer 40,000 rulebook Shaken results instead. enemies of Mankind with dread. Any unit for details of this vehicle upgrade. tank shocked by a vehicle with Laud Holy Icon Hailers deducts 1 from its Leadership The vehicle has a suitably large and when taking the subsequent Morale impressive symbol of the Ecclesiarchy check. The effects of multiple Laud mounted upon it, a potent sign of the Hailers are not cumulative.

- 13 - WITCH HUNTERS ARMY LIST his section of the book is given over to the Witch Hunters Once this is done, subtract the points value of the unit from Tarmy list: details of the different units and vehicles an your total points and then go back and make another choice. Inquisitor Lord or Adepta Sororitas Heroine can use in battle or, Continue doing this until you have spent all your points. Now in your case, games of Warhammer 40,000. The army list allows you are ready to burn the witch and heretic from the Imperium. you to fight battles using the scenarios included in the Army List Entries Warhammer 40,000 rulebook, but it also provides you with the Each army list entry consists of the following: basic information you’ll require to field a Witch Hunters army in scenarios you’ve devised yourself, as part of a campaign series Unit Name: The type of unit, which may also show a limitation of games, or whatever else may take your fancy. on the minimum or maximum number of choices you can make of that unit type (for example, 0-1 means you can never make The army list is split into five sections. All of the squads, more than one selection of that unit regardless of the size of vehicles and characters in the army list are placed in one of the the army). five sections depending upon their role on the battlefield. In addition, every model included in the army list is given a points Profile: These are the characteristics of that unit type, value which varies depending upon how effective that model is including its points cost. on the battlefield. Number/Squad: This shows the number of models in the unit, or the number of models you may take for one choice from the Before you can choose an army for a game you will need to Force Organisation chart. If this is a variable amount, it shows agree with your opponent upon a scenario and upon the total the minimum and maximum unit size. number of points each of you will have to spend on your army. Having done this you can proceed to pick an army as Weapons: These are the unit’s standard weapons. described below. Options: This lists the different weapon and equipment Using A Force Organisation Chart options for the unit and any additional points cost for taking The army lists are used in conjunction with the Force these options. If a squad is allowed to have models with Organisation chart from a scenario. Each Force Organisation upgrades, then these must be given to ordinary unit members, chart is split into five categories that correspond to the sections not to a character in the unit. in the army list, and each category has one or more boxes. Special Rules: This is where you’ll find any special rules that Each box indicates that you may make one choice from that apply to the unit. Note that several special rules apply to section of the army list, while a dark toned box means that you Sisters of Battle – these are detailed on page 8. must make a choice from that section. SPECIAL WITCH HUNTERS NOTES Using The Army Lists Strategy rating To make a choice, look in the relevant section in the army list The Witch Hunters have a Strategy rating of 3. and decide what unit you wish to have in your army, how many models there will be in the unit, and which upgrades that you Sentries want (if any). Remember that you cannot usually field models When required to deploy sentries, the Witch Hunters player that are equipped with weapons and wargear that are not may use either eight Inquisitorial Storm troopers or six Sisters shown on the model. of Battle in power armour. Experience STANDARD MISSIONS Any Witch Hunters unit that kills a psyker from the enemy HQ in a campaign will gain a bonus of +200 Experience. COMPULSORY OPTIONAL 1 HQ 1 HQ 2 Troops 3 Elites Adepta Sororitas Terminology 4 Troops Throughout this Codex, the term ‘Adepta Sororitas’ refers to 3 Fast Attack the following units: Adepta Sororitas Heroines, Celestians, 3 Heavy Support Battle Sister Squads, Seraphim, Dominions and Retributors. HQ ELITES Psyker Terminology Throughout this book, the term ‘psyker’ refers to any unit or model counted as a psyker in its own Codex, or that has any power or ability that requires a Psychic test, even if such a test is normally passed automatically (such as a character with the Mark of Tzeentch). TROOPS TROOPS FAST HEAVY ATTACK SUPPORT Holy Rage Some members of the fighting forces of the Ordo Hereticus exhibit a fanatical desire to get to grips with the enemies of the The Standard Missions Force Organisation chart is a good example of how to choose an army. To begin with you will need Emperor, often so much so that their commander is able to at least one HQ unit and two Troops units (dark shaded boxes exert little or no control over them during a battle. Such models indicate units that must be taken for the mission). This leaves the are noted in their army list entry as affected by Holy Rage. following for you to choose from to make up your army’s total Models affected by this rule who are not already engaged in points value: Up to 1 additional HQ unit, 0-3 additional Elite units, close combat must move at their maximum Movement rate 0-4 additional Troops units, 0-3 additional Fast Attack units, +D6" towards the nearest enemy unit. This extra movement is 0-3 additional Heavy Support units. not affected by difficult terrain. In addition, they must always charge if able to do so.

- 14 - - 15 - HQ

nquisitor Lords of the Ordo Hereticus are 0-1 Ordo Hereticus Inquisitor Lord Iamongst the most devout and righteous Pts WS BS S T W I A Ld Sv servants of the God-Emperor, uncovering the evils of Inquisitor Lord 45 4 4 3 3343103+ witchcraft, heresy and mutation wherever they may be found. With centuries of experience in uncovering Number/squad: 1 such affronts to the Emperor, the arrival of a Options: An Inquisitor Lord may be given any equipment allowed from the powerful Witch Hunter is greeted with a mixture of Witch Hunters Armoury. awe and dread. No one is above suspicion and all, Retinue: The Inquisitor Lord must be accompanied by a retinue of Henchmen as from the highest to the lowest, fear his sinister gaze. detailed below. If the Inquisitor Lord has a retinue then he and the retinue are treated as a single unit during the battle. Note that the retinue does not count as a separate HQ choice (it does not use up one of the HQ ‘slots’). INQUISITOR’S RETINUE SPECIAL RULES Psyker. Ordo Hereticus Inquisitor Lords are often potent psykers and may select Number/squad: 3-12 Henchmen for an psychic powers from the Ordo Hereticus Psychic Powers list. Inquisitor Lord, 0-6 for an Inquisitor. Iron Will. Psyker or not, an Inquisitor Lord will have an unbending determination to Options: See the Henchmen rules for prevail, backed by a clinical understanding of how to achieve his goals. As such, an Armoury options. Inquisitor Lord can choose whether to pass or fail any Morale check or Pinning test he Transport vehicle: If the Inquisitor has a is called upon to make. This ability is conveyed to any unit he joins. Even if failure is retinue and he and his unit number normally automatic, the Lord may still choose whether to pass or fail the test. 10 models or less they may be mounted in Independent Character. Unless accompanied by his retinue (see below) the Inquisitor a Rhino at an additional cost of Lord is an independent character and follows all of the rules for characters in the +50 points, a Land Raider at +250 points or, Warhammer 40,000 rulebook. If the retinue is destroyed he becomes an independent if they number 12 models or less, a Chimera character and is free to join other units. at +70 points.

- 16 - Adepta Sororitas Heroine he Orders Militant are led by the most T experienced warriors and greatest spiritual Pts WS BS S T W I A Ld Sv leaders. Such a leader inspires intense devotion in her Canoness 45 4533343103+ Palatine 35 453324293+ Battle Sisters, leading them from the fore as she sings the great hymns of the Ecclesiarchy. Number/squad: 1 Options: The Heroine may be given any equipment allowed from the Witch Hunters Armoury.

SPECIAL RULES Independent Character. Unless accompanied by a retinue (see below), the Heroine is an independent character and follows all of the rules for characters in the Warhammer 40,000 rulebook. If the retinue is destroyed she becomes an independent character and is free to join other units. Faithful. A Canoness adds 2 Faith Points, and the Palatine adds 1 Faith Point to the army’s Faith Point total. Adepta Sororitas. Heroines are subject to the special rules listed on page 8.

ADEPTA SORORITAS HEROINE’S RETINUE The Adepta Sororitas heroine may be accompanied by a squad of Celestians, chosen from the Elites section of the army list. If chosen as a retinue, they count as part of the same choice on the Force Organisation chart as the Adepta Sororitas Heroine. Banner Bearer: One Celestian in the retinue may be nominated as a Banner Bearer and may purchase a banner from the Armoury.

Most Revered Prioress Helena, The last few of its foul ‘prophets’ and apostates have fled deep within the abyss of My commendations go to your Sisters of the Order of the Valorous Heart in their the underhive, where my companions and I pursue them still. undertakings against the heretical infidels infesting Hive Tumulus on Farglum. The holy fury displayed by the Canoness Brigitta and her Sisters was devastating The Holy Order’s response to my request was most prompt, making planetfall less to the unholy cultists. An inspiration to behold! The terror they induced amongst than a week after my entreaty was directed to them. the corrupted hivers caused a wave of devotion to spread through the hive. Praise The fury of their righteous anger was exemplary, and countless souls were be to the Emperor! The sacred Order of the Valorous Heart are a credit to the returned to the Emperor through the purifying fire of their weapons and strength of their unyielding faith. Through their actions, the hive was purged of its Ecclesiarchy, and indeed to the Imperium as a whole. blasphemous perversions, and the so-called Cult Epicurean was all but eradicated. Inquisitor Scallen, Ordo Hereticus, 0425085.M41

0-5 Priests onfessors, Missionaries and Preachers of the C Ecclesiarchy often accompany the Sisters of Pts WS BS S T W I A Ld Sv Battle on wars of faith. Their fanatical devotion to Priest 4033332428- the Imperial cult inspires all around them, as well as Number/squad: These do not count as one of your HQ choices and may be taken in fighting fanatically themselves. addition to your usual allocation of HQ units in a mission. Priests must always be attached to other units, and only one may be attached to each. Priests may be attached to the following units: Celestians, Battle Sister squads, Inquisitorial Storm Troopers, Dominions and Sisters Repentia. They are never counted as independent characters. Weapons: Laspistol or close combat weapon. Options: Priests may be given any equipment allowed from the Witch Hunters Armoury. One Priest may be given a plasma gun at +15 points.

SPECIAL RULES Fanatical. In the turn that they charge, a unit which includes a Priest may re-roll any failed rolls to hit. Righteous Fury. Such is the rage imbued by a Priest’s oratory that a unit including one must charge in the Assault phase if there are enemy within reach. In addition, such is their state of agitation that they always count as moving even if the models are stationary, so will be unable to fire heavy weapons.

- 17 - ELITES he Inquisitors of the Ordo Hereticus are the Ordo Hereticus Inquisitor T watchmen of Humanity, tasked with rooting Pts WS BS S T W I A Ld Sv out the blight of heresy, mutation and treachery Inquisitor 20 4 4 3 324284+ from the darkest places of the realms of Man. When the enemy is identified, the Inquisitor is able to call Number/squad: 1 upon the full force of the Ordo Hereticus to destroy Options: An Inquisitor may be given any equipment allowed from the Witch Hunters Armoury. it utterly. Retinue: The Inquisitor may be accompanied by 0-6 Henchmen (see the Inquisitor’s Retinue entry on page 16 for details). SPECIAL RULES Psyker. Many Ordo Hereticus Inquisitors manifest psychic ability and may select psychic powers from the Ordo Hereticus Psychic Powers list. Independent Character. Unless accompanied by his retinue, the Inquisitor is an independent character and follows all the rules for characters in the Warhammer 40,000 rulebook. If the retinue is destroyed, the Inquisitor becomes an independent character again and is free to join other units.

o great has been the calamitousness of these times, and such the inveterate malice of the heretics, Sthat there has been nothing ever so clear in our statement of faith, nothing so surely settled, which they, at the instigation of the enemy of the human race, have not defiled by some sort of error. For which cause the holy Inquisition hath made it Its especial care to condemn and anathematise the principal errors of the heretics of our time, and to deliver and teach the true and Imperial doctrine; even as It has condemned, and anathematised, and decreed. Declaration of Inquisitorial mandate, Inquisitorial representative, Senate Imperialis.

rco-flagellation is a judgement that can be Arco-flagellants A carried out on those found guilty of heresy or Pts WS BS S T W I A Ld Sv any of a multitude of crimes against the Emperor. Arco-flagellant 35 4045141/D684+ Augmented with extensive physical surgery and mental reconditioning, their bodies are implanted Number/squad: 3-6 Arco-flagellants. with a fearsome array of lethal weaponry and Weapons: A range of implanted electro-flails, cutting claws, power-scourges and other, chemical stimm injectors. Pacifier helms that project equally wicked devices. These count as power weapons. Arco-flagellants do not receive a bonus for being armed with an additional close combat weapon. soothing hymnals and the images of saints into the Arco-flagellant’s brain keep them under control SPECIAL RULES until a trigger word is spoken that removes all such Fearless. Arco-flagellants are assumed to pass all Morale checks, even if failure is restraints. Once activated, the Arco-flagellant’s body normally automatic, and cannot be Pinned. is pumped full of deadly combat stimms that turn it Invulnerable: Arco-flagellants are preternaturally fast and incapable of feeling pain, making them extremely hard to target, and even harder to kill. The Arco-flagellants’ into an unstoppable, berserk killing machine that saving throw is Invulnerable. feels no pain and has no sense of self-preservation. Dangerous to Know. Arco-flagellants may not ride in vehicles. For the purposes of mission objectives, Arco-flagellants cannot capture table quarters, capture objectives or count as surviving troops in a Meat Grinder mission. In addition, no other models may ever join a unit of Arco-flagellants. Implant Injectors: You may activate the Arco-flagellants’ stimm injectors at the beginning of any of your Movement phases, and the following effects last until the end of the game. Once activated, Arco-flagellants are subject to Holy Rage (see page 14). However, if the roll for additional movement is a 6, remove an Arco-flagellant as a casualty as the stimms wreak havoc on their ravaged bodies. In close combat, roll a D6 at the beginning of each Assault phase for each Arco- flagellant to determine the amount of Attacks it may make that phase, in addition to any bonus for assaulting that turn. Should a 6 be rolled for the number of Attacks, it is removed as a casualty at the end of the Assault phase after resolving its attacks. Casualties removed in this manner are in addition to any caused by the enemy during the Assault phase, and count towards determining which side won the assault.

Important note: Arco-flagellants may only be chosen if a Priest is also part of the force (a representative of the Ecclesiarchy must order the deployment of these maniacal killing machines).

- 18 - Celestian Squad he most skilled fighters of an Order will be T gathered together in specialised squads. Pts WS BS S T W I A Ld Sv Celestians are ferocious fighters whose burning Celestian 13 443314193+ Veteran Superior +10 443314293+ hatred of the Emperor’s enemies makes them formidable foes in combat. They are fervent Number/squad: 1 Sister Superior and 4-9 Celestians. adherents to the Imperial Creed and skilled Weapons: Bolters. The Sister Superior may exchange her bolter for a bolt pistol and practitioners of the martial disciplines of the Daughters close combat weapon at no extra points cost. of the Emperor of old. Options: One Celestian may be armed with one of the following heavy weapons: a heavy bolter at +5 points, a heavy flamer at +12 points, or a multi-melta at +15 points. One Celestian may be armed with one of the following special weapons: a flamer at +6 points, a meltagun at +10 points or a storm bolter at +5 points. If no heavy weapon is chosen, then an additional Celestian may be equipped with a special weapon. The squad can be equipped with frag grenades for +1 point per model, and/or krak grenades at +2 points per model. Imagifer: One Celestian in the squad not carrying a heavy or special weapon may be upgraded to an Imagifer at the cost of +20 points. An Imagifer carries a Simulacrum Imperialis – see the Armoury for details. Character: The Sister Superior may be upgraded to a Veteran Superior for an additional cost of +10 points. She may be given any equipment allowed from the Witch Hunters Armoury. Transport vehicle: The Celestians may be mounted in a Rhino at an additional cost of +50 points. If the squad numbers six models or less it may be mounted in an Immolator for +65 points (see Transports on page 23 and Immolator on page 26).

SPECIAL RULES Adepta Sororitas. Celestians are subject to the special rules listed on page 8. Faithful. All Celestians are Faithful, regardless of the presence of a Faithful character. Each squad’s presence adds +1 to the army’s Faith Point total. Holy Hatred. When in close combat with any enemy with a WS attribute, Celestians hit on a 3+ regardless of respective Weapon Skill values. This advantage does not apply if the enemy is an independent character, Tyranid Monstrous Creature or Monstrous Creature.

0–1 Sisters Repentia o the Adepta Sororitas, those who seek T absolution as a Sister Repentia occupy a state Pts WS BS S T W I A Ld Sv Sister Repentia 20 4 4 3(6) 3 13164+ of grace that many aspire to, yet few ever attain, for Mistress 30443314(5) 2(3) 10 4+ to earn redemption is to give oneself entirely to the will of the Emperor. Confession and penance are Number/squad: 1 Mistress and 4-19 Sisters Repentia. part of a Sister’s everyday existence, and those who Weapons: The Mistress is equipped with a pair of neural whips (the additional attack and Initiative bonus is represented in her profile). Each Sister Repentia is armed with a fall short of the Sisterhood’s rigorous codes may, in ceremonial Eviscerator. the most extreme of cases, find themselves exiled from The Sisters Repentia squad may not be joined by any other models, with the exception their Order or banded into groups armed with the of a Priest (who is also subject to Holy Rage, but will not be able to fire a weapon in the mighty ceremonial eviscerators and led into battle Shooting phase), and may never be transported in a vehicle. by the harsh mistresses. Indeed, through a deep- SPECIAL RULES seated desire to seek the Emperor’s grace, some may ‘Only in Death Does Duty End’: At the start of the Movement phase roll a D6 to see willingly exile themselves, finding fault in the if the unit is gripped so strongly by the desire to repent that it must rush towards the smallest imagined transgression. These Sisters enemy. On a 1 or 2 they are subject to Holy Rage (see page 14). become outcasts seeking death in the heat of battle, It is the duty of the Mistress to drive her charges on towards the cleansing fires of battle. yet at the same time are revered by their Sisters, who While she is alive, two dice are rolled to determine if the unit is affected by Holy Rage. If either dice is a 1 or 2, the unit will advance as described. see them as pilgrims seeking that which can only be found in death – absolution. Righteous Zeal: Should the Repentia suffer particularly heavy losses they may be gripped by a fervour that exceeds even their normal unhinged state of mind, and should their Mistress fall their righteous anger is likely to be unleashed regardless of the outcome. Should they ever fail a Morale check they will move 2D6" towards the nearest enemy unit, instead of falling back, at the end of the enemy Shooting phase. Should If I must die, I shall welcome Death as an this extra move take them into contact with an enemy unit, they count as having old friend, and wrap mine arms about it. charged in the subsequent Assault phase. In close combat, the squad automatically passes any Morale checks it is required to make.

- 19 - he Officio Assassinorum is a highly secretive 0-1 Officio Assassinorum Operative T organisation which trains terrifying bio- Pts WS BS S T W I A Ld Sv modified killers for assassination missions sanctioned Assassin varies 5 5 4 4253104+ by the High Lords of Terra. The diverse Temples of the Officio specialise in the different arts of murder Number/squad: 1. from the bitter kiss of poison to berserk slaughter. Options: An Officio Assassinorum Operative must be from one of the following The Inquisition has close ties with the Officio Temples: Callidus, Culexus, Eversor or Vindicare. The rules for agents of each of these Assassinorum, and their operatives often have cause Temples are shown below. to work together. Points values: An Assassin’s points value is dependent upon the Temple they belong to: Culexus ...... 105 points Callidus...... 120 points Eversor ...... 95 points Vindicare ...... 110 points

Important note: An Officio Assassinorum SPECIAL RULES Operative may only be chosen if an Independent: Assassins operate independently during the game and may not join units Inquisitor or Inquisitor Lord is also part of the or ride in vehicles. For the purposes of mission objectives, Assassins cannot capture force. Note that no more than one Officio table quarters, hold objectives or count as surviving troops in a Meat Grinder mission. Assassinorum Operative can be used in any Fearless: Assassins are assumed to pass all Morale checks, even if failure is normally force for any reason. automatic, and cannot be Pinned. Infiltrate: Assassins are extremely adept at infiltration work, and may use the Infiltrators scenario special rule when allowed to by the mission special rules. Invulnerable: Assassins are preternaturally agile, able to dart aside from incoming blows, so their saving throw is Invulnerable.

Culexus Temple Assassin WARGEAR Etherium: Any unit wishing to shoot at or charge the Culexus Assassin, and any psyker trying to target him with a psychic power, must first pass a Leadership test. If the test is failed they may not target the Assassin, but may attack another target instead. Animus Speculum: The animus speculum has the following profile. For every psyker within 12" of the Culexus Assassin, add +1 to the animus speculum’s Assault value (ie, Assault 2 becomes Assault 3 if there is one psyker within 12"). Range: 12" Strength: 5 AP: 1 Assault 2 Psyk-Out Grenades: Instead of firing the animus speculum, the Culexus Assassin may he Assassins that form the Culexus Temple are throw a psyk-out grenade. This is only useful against psykers. Psyk-out grenades have T chosen because they have, or appear to have, a range of 6". Roll to hit as normal. If the psyker is hit, he must pass a Leadership test no presence in the Warp, there is just a void. They on 2D6. For each point the psyker fails the test by, he loses 1 Wound. Saving throws may be taken as normal. For example, a psyker (with Ld 7, due to the Soulless rule, are, to all intents and purposes, soulless. below) rolls 9, and so loses 2 Wounds. The Assassin wears a huge helm called an Animus SPECIAL RULES Speculum. During battle this is used to fire focused Psychic Abomination: Any psyker within 6" of the Culexus Assassin at the start of blasts of negative psychic energy, but its primary their turn must pass a Morale check or fall back. If they are with a unit, then the unit will purpose is to block out the Culexus Assassin’s innate also fall back. abilities. The helm is only partially effective even Soulless: Any unit (friend or foe) with a model within 12" of the Culexus Assassin while it is active, and most people can barely stand counts as having Leadership 7, unless it would normally be less than this. to remain in the same room with such a creature. Psyker Assassin: The Culexus Assassin can always target a psyker specifically with any shooting attacks, regardless of whether the psyker is in a unit, an independent Once on the battlefield the large eye of the Animus character, etc. The Culexus Assassin may ignore other models when charging into an Speculum opens and only then does the full intensity assault if this will allow it to get into contact with a psyker. of the Assassin’s horrific abilities flood the battlefield. Life Drain: The Culexus Assassin may use this ability when in close combat with a The Culexus Assassin attacks using his own innate psyker. Before any attacks are worked out, but after models are moved, both players abilities enhanced by years of training, mental roll 2D6 and add the Leadership value of their respective models (remember the Soulless rule above). If the Culexus Assassin scores higher, the psyker loses 1 Wound, exercises and arcane wargear. Witches find the with no saving throws of any type allowed (not even Invulnerable saves). This is worked presence of these agents intolerable; the innate out at the start of every round of close combat and wounds inflicted by this attack count abilities of the Culexus are anathema to the forces towards the combat resolution. All other close combat attacks are worked out as that grant them their terrible powers. normal. This power can only be used to affect one psyker per turn.

- 20 - Callidus Temple assassin cting covertly, the Callidus Assassin gets close to A those who would practice witchery or betray WARGEAR C’tan Phase Sword. The C’tan phase sword can only be used in close combat. No the Emperor, working her way through the ranks of saves are allowed against hits from a phase sword, not even Invulnerable saves! the minions of her prey to pull the disease out by its Neural Shredder. The neural shredder uses the Flame template and is fired just like a root. flame weapon. Roll to wound as follows: the neural shredder has Strength 8 but, rather than using the targets’ Toughness values, their Leadership is used. Other than this, the To achieve its exacting tasks, the Callidus Temple To Wound chart is used as normal. For example, a Ld 9 model is wounded on a 5+. A specialises in the use and development of the shape- roll of a 1 always fails to inflict a wound. Against vehicles, roll a D3 on the Glancing Hits altering drug Polymorphine. With Polymorphine table, as the crew’s brains are partially protected by the vehicle’s armour. The neural alone, a Callidus can masquerade as any human shredder has the following profile: being they choose, from a beautiful young woman to Range: Template Strength: X AP: 1 Assault 1 a crippled old man. In addition, the Medicae Adepts Polymorphine. The Callidus Assassin is always placed in reserve, even in missions of the Imperium have developed a range of surgical which do not normally use the Reserves rule. When she becomes available, she may implants to allow Callidus Assassins to mimic be placed anywhere on the battlefield, and can move and fight normally in the turn she arrives. members of alien races, such as Orks and Eldar. Poison Blades: If the Callidus Assassin is still in base contact with an enemy model at On the battlefield, Callidus Assassins are dropped the end of the Assault phase, after all combats have been resolved, she may make an behind enemy lines, where they use their cunning extra attack with her poisoned blades. This attack always wounds on a 4+, and normal and stealth to infiltrate the enemy army, usually by Armour saves are allowed. eliminating individuals and taking their place. SPECIAL RULES Using this technique, the Callidus Assassin can get Jump Back. At the start of any Assault phase, the Callidus Assassin can attempt to disengage from combat. Roll a D6 – on a roll of a 1 she fails to disengage and must close to traitorous commanders or powerful psykers, fight on in the combat normally, on a roll of 2 or more she moves that many inches away influencing their strategy and finally assassinating from the enemy. This move cannot be used to move into contact with a different enemy them when the opportunity arises. model. If this leaves the enemy unit unengaged, they may make a consolidate move at the end of the Assault phase. A Word In Your Ear… The player with the Callidus Assassin can move one enemy unit up to 6" after both sides have deployed, but before the first turn starts. The unit’s new position must be within the normal deployment zone, and the owning player may choose the facing of the unit after it has been moved.

Eversor Temple Assassin WARGEAR Executioner Pistol. The executioner pistol is a bolt pistol/needle pistol combi-weapon, and may be fired as one or the other, but not both in the same turn. These have the profile given below. The needle pistol always wounds on a roll of 4+, regardless of the target’s Toughness. A needle pistol has an Armour Penetration of D6 against vehicles.

Bolt Pistol: Range: 12" Strength: 4 AP: 5 Pistol

Needle Pistol: Range: 12" Strength: X AP: 6 Pistol

Power weapon and melta bombs. These follow the standard rules in the Warhammer 40,000 rulebook. he Eversor specialise in shock and terror tactics, Neuro-Gauntlet. This is a close combat weapon. Roll to hit as normal, but don’t roll to T instilling fear of Imperial retribution into the wound. Instead each hit causes one wound on a D6 roll of 4+ regardless of the target’s hearts and minds of all who hold positions of power. Toughness, and with no Armour save allowed (Invulnerable saves may be taken as In the employ of the Ordo Hereticus, Eversor normal). Vehicles hit by a neuro-gauntlet take a glancing hit on a D6 roll of 6, regardless Assassins are used when the corruption of heresy is of the vehicle’s Armour value. believed to have spread throughout the ruling elite of Combat Drugs. The Eversor Assassin can charge 12" in the Assault phase (or double an entire organisation. Whilst the more overt forces the distance of the dice roll if moving through difficult terrain). When the Eversor of the Ordo Hereticus face the traitorous minions of charges into combat, it gains an extra D6 Attacks rather than just +1 Attack. the heretic on the battlefield, the Eversor will rip the SPECIAL RULES heart out of any rebellion, leaving havoc and Fast Shot. The Eversor’s heightened metabolism allows it to act with incredible speed. The Eversor never counts as moving when firing its executioner pistol (so it may always destruction in his wake. Such brutality ensures that fire twice). the renegades are totally cleansed and that no would-be successors may take over as the enemy are Bio-Meltdown! If the Eversor is killed, place a Blast marker centred over the model. Any model touched by the template takes an automatic Strength 5 hit, with saving utterly destroyed forever by the Eversor’s throws allowed as normal. The Eversor is then removed from play. unstoppable attack.

- 21 - indicare Assassins practise callous, unfeeling Vindicare Temple Assassin V destruction that eliminates the target with WARGEAR contemptuous ease. They aim to bring inglorious Exitus Rifle: The exitus rifle is treated as a sniper rifle (range 36", hits on a 2+, wounds death to the enemies of the Emperor with a sniper’s on a 4+) with an AP value of 2. In addition, the Vindicare has one of each of the bullet, and have elevated the skills of the marksman following special rounds, which may be fired instead of a normal shot (keep a note of which special rounds have been fired). The special rounds are used one at a time and to an art form. To complement this, the Vindicare you must declare that you are using one of the special shots before you roll the dice to Temple emphasises stealth and evasion techniques as hit. well as weapons training. One of the temple’s Shield-Breaker: The shot ignores any Invulnerable save. maxims is that a clean kill can only be made from Turbo-Penetrator: This inflicts 2 wounds on any model wounded. If fired at a an excellent firing position, and Vindicare Assassins vehicle, the shot has an Armour Penetration value of 3D6. have been known to occupy a position overlooking Hellfire: The shot wounds on a 2+ instead of a 4+. their target for weeks before finally taking their shot. Exitus Pistol: The exitus pistol has the following profile: The skills of the Vindicare temple are commonly Range: 12" Strength: 5 AP: 2 Pistol used to slay those who are suspected of possessing Spy Mask: The Vindicare’s spy mask reduces the Cover save of his target by 1 (a 6+ psychic powers or harbour ambitions beyond those save is negated, a 5+ Cover save becomes a 6+ save, and so on). In addition, the spy permitted. Many a false messiah has fallen with a mask means the Vindicare rolls 2D6x5 for determining how far he can see when the Vindicare’s bullet through his brain as he preached Night Fighting rules are being used. his false credo. When such charismatic figures die at Stealth Suit: Any unit wishing to shoot at the Vindicare Assassin must test to see if he the hands of a faceless servant of the Emperor, their can be seen, using the Night Fighting rules as described in the Warhammer 40,000 rulebook (the unit must be within 2D6x3" of the Vindicare or it must select another followers soon become disillusioned and fearful. In target). If the Night Fighting rules are being used, the Assassin can only be seen if he this way, many heresies have been stopped with a is within half the normal range of the unit’s vision (ie, if they score an 18, they can only single shot, although there are inevitably occasions see the Assassin if he is within 9"). when the Vindicare is too late or the rot of dissention SPECIAL RULES has spread too far, at which point the Ordo Marksman: You may nominate the model targeted by the Vindicare Assassin when he Hereticus will move into action. is shooting, such as a Sergeant or a heavy weapons trooper. This means you get to choose which model is taken off, not the enemy. In addition, the Vindicare can target any model in range and line of sight, regardless of any targeting restrictions (such as independent characters within 6" of another unit).

eath cults can be found on many Imperial Death-Cult Assassins D worlds; some are Chaos-spawned and lend Pts WS BS S T W I A Ld Sv servitude only to Khorne the Blood God, while Death-Cult Assassin 40 5 44325285+ others are religiously, fanatically dedicated to the Imperial creed, offering those they slay to the Number/squad: 1-3 Death-Cult Assassins may be chosen as a single Elites choice. They are deployed as a single choice but do not need to be placed together and Emperor, a payment of the blood-debt all Mankind operate independently during the game. owes Him. An Inquisitor can make use of such Weapons: Power weapon and additional close combat weapon. devotees, their skill and prowess in the arts of death making them excellent executioners and infiltrators. SPECIAL RULES Independent: Death-Cult Assassins operate independently during the game and may not Death cultists employ exotic ritual weapons for their join units or ride in vehicles. For the purposes of mission objectives, they cannot capture work – a dizzying array of stilettos, whip-scythes table quarters, hold objectives or count as surviving troops in a Meat Grinder mission. and blades backed by augmentative digi-weapons Fearless: Death-Cult Assassins are assumed to pass all Morale checks, even if failure and needlers. is normally automatic, and cannot be Pinned. Infiltrate: Death-Cult Assassins are extremely adept at infiltration work, and may use Important note: Death-Cult Assassins may the Infiltrators scenario special rule when allowed to by the mission special rules. only be chosen if an Inquisitor Lord or Inquisitor is also part of the force. Invulnerable: Assassins are preternaturally agile, able to dart aside from incoming blows, so their saving throw is Invulnerable.

- 22 - TRANSPORTS The transports listed here may be equipped with any of the following upgrades for the cost listed in the Witch Hunters Armoury: dozer blade, extra armour, hunter-killer missile, pintle-mounted storm bolter, searchlight, smoke launchers. In addition, any Adepta Sororitas vehicle may be equipped with the following upgrades: blessed ammunition, holy icon, laud hailer. No upgrade may be chosen more than once per vehicle.

Rhino Pts Front Armour Side Armour Rear Armour BS Rhino 50 11 11 10 4

Type: Tank Crew: Sister of Battle/Storm Trooper Fire Points: 1 Access Points: 3 he Chimera is a highly versatile vehicle and Weapons: The Rhino is armed with a storm bolter. T over the millennia it has been pressed into Transport: The Rhino can carry up to ten models but may not carry any models service in a variety of different forms. By far the wearing Terminator armour. most common variant has a turret-mounted multi- Repair: Rhinos are exceptionally resilient vehicles and can often be repaired by their crew in the heat of battle. If a Rhino is immobilised for any reason, then in subsequent laser and hull-mounted heavy bolter. The weapon turns the driver may attempt to effect a temporary repair instead of shooting. Roll a D6 ports on the side of the hull allow passengers to shoot in the Shooting phase, and on a 6 the vehicle is free to move from its next turn. their lasguns in a hail of anti-personnel fire. Chimera he Rhino personnel carrier is a common part Pts Front Armour Side Armour Rear Armour BS T of many Imperial forces and allows units to Chimera 70 12 10 10 3 move swiftly to seize an objective or strike deep into Type: Tank Crew: Imperial Guard the heart of an enemy force. Fire Points: 2 Access Points: 1 Weapons: The Chimera must have one of the following turret weapons: multi-laser at +10 points; heavy flamer at +10 points; heavy bolter at +10 points. It may also have a heavy bolter or heavy flamer mounted in its hull at +5 points. Transport Vehicle: A Chimera can carry up to twelve models.

Land Raider he Land Raider represents the pinnacle Pts Front Armour Side Armour Rear Armour BS T of armoured vehicle technology in the Land Raider 250 14 14 14 4 Imperium. Its adamantium hull is so durable it can Type: Tank Crew: Tech-priests survive a direct hit from even the most powerful of Fire Points: 0 Access Points: 3 enemy weaponry and its Godhammer pattern Weapons: The Land Raider is armed with a twin-linked lascannon in each side lascannons have spelled doom for countless enemy sponson and forward firing twin-linked heavy bolters mounted on the hull. tanks over the millennia. Transport: The Land Raider may carry up to ten models. Machine Spirit: If the tank suffers a Crew Stunned result, it may still move directly ahead, up to its maximum speed. The Machine Spirit may operate one weapon per turn at BS 2 as long as the vehicle has moved no more than 6", ignoring Crew Shaken or Crew stunned results. This is in addition to any weaponry that can normally fire.

no art planned - fill with quote??

- 23 - TROOPS he vast majority of the Orders Militant is Battle Sisters Squad T made up of Battle Sisters. Orphans raised by Pts WS BS S T W I A Ld Sv the Schola Progenium, Battle Sisters are well Battle Sister 11 3 4 3 313183+ disciplined and highly devoted to the Emperor. Their Veteran Superior +14 3 4 3 313293+ greatest strength is their unquenchable faith in the God-Emperor of Mankind, in whose name they Number/squad: Sister Superior and 9-19 Battle Sisters. bring fiery retribution to the mutant, the witch and Weapons: Bolters. The Sister Superior may exchange her bolter for a bolt pistol and the heretic. close combat weapon at no extra points cost. Options: Up to two Battle Sisters may be armed with one of the following special weapons: a flamer at +6 points per model, a meltagun at +10 points per model or a storm bolter at +5 points per model. If only one special weapon is taken, then one Battle Sister may take a heavy flamer at +12 points. The squad can be equipped with frag grenades for +1 point per model, and/or krak grenades at +2 points per model. Imagifer: One Battle Sister in the squad not carrying a special weapon or heavy flamer may be upgraded to an Imagifer at the cost of +20 pts. An Imagifer carries a Simulacrum Imperialis – see the Armoury for details. Character: The Sister Superior may be upgraded to a Veteran Superior at a cost of +14 points. A Veteran Superior is Faithful and contributes 1 Faith Point to the army total, and may be given any equipment allowed from the Witch Hunters Armoury. Transport vehicle: If the squad numbers ten models or less, it may be mounted in a Rhino at an additional cost of +50 points. (see Transports on page 23).

SPECIAL RULES Adepta Sororitas: Battle Sisters are subject to the special rules listed on page 8.

he Inquisition maintains a string of fortresses Inquisitorial Storm Troopers T scattered throughout the galaxy, some hidden, Pts WS BS S T W I A Ld Sv some extremely well known and the object of numerous Storm Trooper 10 3 4 3 313184+ dark legends. Inquisitorial Storm Troopers are charged Veteran +10343313284+ with the protection and security of the Inquisition Number/squad: 5-10 Storm Troopers. fortresses and the infamous Black Ships as they make their purity checks throughout the Imperium. Weapons: Hellgun with targeter and frag grenades. Recruited from the Schola Progenium and certain Options: Up to two Storm Troopers may exchange their hellgun and targeter for a flamer families with a tradition of service to the Inquisition, at +5 points, a meltagun at +10 points, a plasma gun at +10 points, or a grenade launcher at +10 points. The squad can be equipped with krak grenades for +2 points per model. these Storm Troopers are equipped and trained in a similar fashion to the elite Storm Troopers of the Character: For an additional cost of +10 points, one Inquisitorial Storm Trooper may be upgraded to a Veteran. The Veteran may be given any equipment allowed by the Imperial Guard. Storm Troopers undertake rigorous Witch Hunters Armoury. purity and incorruptibility tests before they are Transport vehicle: The Inquisitorial Storm Troopers may be mounted in Rhino at an permitted to bear the Inquisitorial mark, making them additional cost of +50 points or a Chimera at +70 points (see Transports on page 23). preferable for use in Witch Hunter forces where the Designers’ Note: The Ordo Hereticus often call upon the Adeptus Arbites to aid them number of Adepta Sororitas available may be in their work, using them to round up known criminals and screen them for signs of insufficient. deeper corruption. Hence, Inquisitorial Storm Trooper squads may be used to represent squads of the Adeptus Arbites, by replacing each trooper’s hellgun and targeter with a shotgun at no extra cost. All other options remain unchanged.

- 24 - - 24 - FAST ATTACK Seraphim Squad eraphim are experienced warriors who are S exclusively trained in the use of jump packs. Pts WS BS S T W I A Ld Sv Seraphim 22 4 4 3 3 14193+ They are also highly dextrous, having perfected the Veteran Superior +10 4 4 3 3 14293+ technique of firing two pistols at once. This makes them very mobile, hard-hitting, and able to fight in Number/squad: Sister Superior and 4-9 Seraphim. close combat if necessary. Weapons: Two bolt pistols (count as twin-linked for shooting, and as an additional close combat weapon in an assault) and frag and krak grenades. Options: Up to two Seraphim may replace their twin bolt pistols with twin hand flamers (these fire together with the same effect as a flamer, but count as two close combat weapons in an assault) at an additional cost of +7 points, or twin inferno pistols (count as twin-linked for shooting, and as an additional close combat weapon in an assault) at +15 points per model. The squad may be equipped with melta bombs at an additional cost of +4 points per model. Character: The Sister Superior may be upgraded to a Veteran Superior for an additional cost of +10 points and can be given any equipment allowed from the Witch Hunters Armoury. As long as the Seraphim Veteran Superior is alive, the squad counts as having a Simulacrum Imperialis.

SPECIAL RULES Jump Packs: Seraphim are equipped with jump packs and follow the rules for jump packs given in the Warhammer 40,000 rulebook. Adepta Sororitas: Seraphim are subject to the special rules listed on page 8. Faithful: All Seraphim are Faithful, regardless of the presence of a Faithful character. Each squad of Seraphim adds 1 Faith Point to the army’s Faith Point total. Hit and Run: Models with this ability may choose to leave close combat. Declare this at the end of the Close Combat phase. The unit using the Hit & Run ability must be involved in the combat and will immediately move 3D6" in a straight line in any direction, ignoring the units they are locked with. This move may not be used to move into contact with enemy models. The break-off move is automatically successful and is not subject to sweeping advance. the enemy can consolidate normally, however. A Seraphim squad joined by an Adepta Sororitas Heroine equipped with a jump pack does not benefit from this rule. Angelic Visage: Any Adepta Sororitas unit with a model within 6" of at least one model in the Seraphim unit adds +1 to their Leadership, up to a maximum of 10, when taking Morale checks and Pinning tests. Note that other units of Seraphim do not benefit from this rule and it is not cumulative.

Dominion Squad attle Sisters who are trained in the use of more B specialised weapons such as flamers, storm Pts WS BS S T W I A Ld Sv Dominion 11 3 4 3 3 13183+ bolters and meltaguns are known as Dominions, Veteran Superior +14 3 4 3 3 13293+ and each Order maintains several units which contain more of these specialists than an ordinary Number/squad: 1 Sister Superior and 4-9 Dominions. Battle Sisters squad. Weapons: Bolters. The Sister Superior may exchange her bolter for a bolt pistol and close combat weapon at no extra points cost. Options: Up to four Dominions may be armed with one of the following special weapons: a flamer at +9 points, a meltagun at +15 points or a storm bolter at +8 points. The squad can be equipped with frag grenades for +1 point per model and/or krak grenades at +2 points per model, or melta bombs at +4 points per model. Imagifer: One Dominion in the squad not carrying a special weapon may be upgraded to an Imagifer at the cost of +20 points. An Imagifer carries a Simulacrum Imperialis – see the Armoury for details. Character: The Sister Superior may be upgraded to a Veteran Superior at a cost of +14 points. A Veteran Superior is Faithful and contributes 1 Faith Point to the army total, and may be given any equipment allowed from the Witch Hunters Armoury. Transport vehicle: The Dominions must be mounted in a transport vehicle. This may be a Rhino, costing an additional +50 points (see transports on page 23) or, if the squad numbers six models or less, it may be mounted in an Immolator for +65 points (see page 26).

SPECIAL RULES Adepta Sororitas: Dominions are subject to the special rules listed on page 8.

- 25 - - 25 - HEAVY SUPPORT etributors carry a disproportionate number of Retributor Squad R heavy weapons compared to a standard Pts WS BS S T W I A Ld Sv Battle Sisters squad. As many of them carry Retributor 11 343313183+ powerful but short-ranged weaponry, such as heavy Veteran Superior +14 343313293+ bolters and multi-meltas, Retributors often ride Number/squad: 1 Sister Superior and 4-9 Retributors. aboard an Immolator, further improving their Weapons: Bolters. The Sister Superior may exchange her bolter for a bolt pistol and effectiveness in a close support role. close combat weapon at no extra points cost. Options: Up to four Retributors may be armed with one of the following heavy weapons: a heavy bolter at +15 points per model or a multi-melta at +25 points per model. The squad can be equipped with frag grenades for +1 point per model, and/or krak grenades at +2 points per model. Imagifer: One Retributor in the squad not carrying a heavy weapon may be upgraded to an Imagifer at the cost of +20 points. An Imagifer carries a Simulacrum Imperialis (see the Armoury for details). Character: The Sister Superior may be upgraded to a Veteran Superior at a cost of +14 points. A Veteran Superior is Faithful and contributes 1 Faith Point to the army total, and may be given any equipment allowed from the Witch Hunters Armoury. Transport vehicle: If the squad numbers six models or less it may be mounted in an Immolator for +65 points.

SPECIAL RULES Adepta Sororitas: Retributors are subject to the special rules listed on page 8.

he Immolator is a design exclusive to the Immolator T Ministorum, based upon the ubiquitous Pts Front Armour Side Armour Rear Armour BS Rhino chassis. Immolators carry deadly twin heavy Immolator 65 11 11 10 4 flamers, multi-meltas, or heavy bolters. As well as its Type: Tank Crew: Battle Sisters armament, the Immolator can carry a squad into Fire points: 1 Access Points: 3 the heart of the enemy army. Weapons: The Immolator is armed with twin heavy flamers. Options: The Immolator can upgrade its twin heavy flamers to a twin-linked multi-melta Important note: Immolators may only be at +20 points, or a twin-linked heavy bolter at +5 points. chosen if Adepta Sororitas are part of the The Immolator may be given any of the following vehicle upgrades at the cost listed in force. An Immolator chosen as a Squad’s the Armoury: blessed ammunition; dozer blade; extra armour; holy icon; hunter-killer Transport does not count as a Heavy missile; laud hailer; searchlight; smoke launchers; holy promethium. Support choice. Transport: The Immolator may carry up to six models but may not carry any models wearing Terminator armour.

Heretics crave the cleansing fire of SPECIAL RULES Twin heavy flamers: The Immolator’s twin heavy flamers are fired like an ordinary absolution. They need not fear, for we heavy flamer. However, any failed rolls to wound or to penetrate a vehicle’s armour may shall deliver. be re-rolled. Because accurate aiming is not essential for the weapon’s effectiveness, the Immolator may move 12" and still fire its twin heavy flamers.

his arcane machine of war is only vaguely Exorcist T understood by the Tech-priests who must service Pts Front Armour Side Armour Rear Armour BS it, and many Exorcists have been in service since the Age Exorcist 135 13 11 10 4 of Apostasy, further adding to their temperamental Type: Tank Crew: Battle Sisters nature. Each machine is an individual work of art, its Weapons: Exorcist launcher battlefield role of providing devastating long-range fire Options: The Exorcist may be given any of the following vehicle upgrades at the cost support being secondary to its significance as a potent, listed in the Armoury: blessed ammunition; dozer blade; extra armour; holy icon; hunter- divine symbol of the power of the Emperor. killer missile; laud hailer; pintle-mounted storm bolter; searchlight; smoke launchers. SPECIAL RULES Exorcist Launcher: The multiple barrels of the Exorcist launcher can fire a hail of missiles at the enemy, obliterating the target with one devastating salvo. Each turn, after nominating a target for the Exorcist, roll a D6 to see how many missiles are launched. Roll to hit as normal for each missile. Exorcist Missiles: Range: 48" Strength: 8 AP: 1 Heavy D6 - 26 - - 26 - Penitent Engines hen a repentant heretic’s crimes are so W heinous that not even arco-flagellation is Front Side Rear Pts WS BS S Armour Armour Armour IA punishment enough, he may be interred in one of Penitent Engine 80 4 2 5(10) 11 11 10 3 D6 the ancient and holy shriving machines known as

Type: Walker, Open Topped Crew: Penitent Penitent Engines. Driven by the heretic’s frenzied need for forgiveness, the armoured machine charges Squadron: Penitent Engines are fielded in squadrons of 1 to 3 models. forward into the enemy ranks, knowing that only Weapons: Two Dreadnought close combat weapons. Penitent Engines do not gain a bonus for being armed with an additional close combat weapon. Each arm is fitted with in death can forgiveness be granted. Such machines a single flamer which fire together as a heavy flamer. The first Weapon Destroyed result are holy relics in themselves and a potent reminder reduces the Engine’s Attacks by 1 (to a minimum of 1) and reduces the heavy flamer of the fate of heretics. to a flamer. The second Weapon Destroyed result reduces the Attacks by a further 1 (to a minimum of 1) and reduces the model’s Strength to 5, in addition to destroying the flamer, and the model’s attacks no longer ignore Armour saves. Important note: Penitent Engines may only SPECIAL RULES be chosen if a Priest is also part of the force Rampage: Penitent Engines ignore any Crew Shaken and Crew Stunned results on the (a representative of the Ecclesiarchy must Vehicle Damage tables. order the deployment of these revered machines). Holy Rage: Penitent Engines squadrons are subject to the Holy Rage rule found on page 14. Battle Frenzy: A Penitent Engine must always fire its weapons if able to do so, and must always attempt to cover as many targets as possible with the Flamer template. Once in base-to-base contact, each Penitent Engine rolls at the beginning of every Assault phase it is in combat to determine its Attacks characteristic. The +1 Attack for charging is in addition to this.

0-1 Orbital Strike n the direst circumstances, Inquisitors are I empowered to declare Exterminatus upon a Pts Str AP Notes Lance Strike 70 10 1 Ordnance blast world that has been lost to heresy or mutation, Melta torpedo 80 8 3 Ordnance blast; 2D6 armour penetration ending such abominations against the Emperor in a Psyk-out warhead 30 9 1 Variable blast radius; see below cataclysmic rain of fire from ships in orbit. On Options: Select the strike from the types available above. occasion those same ships may be called upon to SPECIAL RULES make more limited strikes in the hopes of destroying Plotting: The orbital strike must be keyed to a specific piece of terrain at the start of the lair of a powerful heretic or other adversaries. the battle. Make a note of the plotted target before forces are deployed but after deployment zones have been determined. This is often extremely dangerous for friendly forces in the area, as an orbital strike is never the most Timing: An orbital strike will always use the Reserves special rule even in missions where reserves are not allowed. Once the orbital strike is available, it lands in each accurate of weapons and is a measure of how grim Shooting phase of the Witch Hunters player’s turns thereafter. The Witch Hunters the situation has become to risk such actions. player can opt not to roll for the onset of the orbital strike if he wishes, but once the roll Peculiar to the Ordo Hereticus, Psyk-out weapons has been passed, the orbital strike will continue each turn until the end of the game – you can delay a strike but once it’s started it doesn’t stop. are produced using an extremely rare substance thought to be a by-product of the esoteric processes Placement: The Blast marker for the strike can be placed anywhere within the specified terrain piece. If the terrain piece is too small, make sure the central hole of the that sustain the Astromonican, scattering a fine, template is over the terrain piece in question. actinic residue as they explode above the battlefield (In)accuracy: Even for ships in low orbit, precision fire is extremely difficult. An orbital that deadens psychic abilities. strike scatters just like an Ordnance weapon but if a Miss is rolled the distance scattered is double the number scored on the D6. If a hit is rolled, the template deviates by the Important note: An Orbital Strike may only distance shown on the dice in the direction indicated by the arrow on the ‘Hit’ symbol. be chosen if an Inquisitor or Inquisitor Lord Ordnance Barrage: All orbital strikes except Psyk-out warheads count as Ordnance of the Ordo Hereticus is also part of the barrages for the purposes of inflicting Pinning tests. force. The terms of the Decree Passive Psyk-out warhead: Once the impact point of the psyk-out strike has been determined, forbid the Ecclesiarchy from maintaining its roll 2D6 to discover how many inches from this point the drifting cloud of anti-psychic own war fleets, and so the Sisters of Battle fallout spreads. Any model even partially within this blast radius will be affected. The are reliant upon the Imperial Navy and strike has no effect against normal troops, but against psykers it has a Strength of 9, Inquisitorial vessels for this type of support. which is compared to the target’s Leadership, rather than its Toughness. This attack counts as AP1, though Invulnerable saves may be taken against its effects. Rather than losing a wound, affected models lose a psychic power, chosen by the Witch Hunters player. The power must be one that was chosen as an upgrade for the psyker – ‘innate’ I hereby sign the death warrant of an entire powers and abilities are unaffected. world and consign a billion souls to Oblivion Psyk-out weapons are non-discriminatory – should a psychic Witch Hunter be unfortunate enough to be affected by the blast, his opponent may remove one of his powers! - 27 - - 27 - - 28 - INQUISITOR LORD KARAMAZOV The Pyrophant Judge of Salem Proctor Inquisitor Lord Fyodor Karamazov’s reputation as a ruthless, unforgiving Pts WS BS S T W I A Ld Sv Witch Hunter was already well known throughout Segmentum Solar when Karamazov 205 4 4(5) 6 5 4 4(5) 3 10 2+ he famously clashed with Ecclesiarch Decius XXIII in 945.M41. The confrontation almost came to outright battle, and concerned the excruciation Any Witch Hunters army of 1,500 points or more may include and eventual immolation of a young preacher from the world of Salem Inquisitor Lord Fyodor Karamazov as a special character. If you Proctor. This world had broken faith with the Ecclesiarchy, its apostate decide to take him then he counts as one of the HQ choices for the cardinal turning the world’s resources to his own ends and casting out all army and he must be used exactly as described below. He may who defied him. Inquisitor Lord Karamazov led a fleet, together with two not be given any additional equipment from the Witch Hunters entire orders of the Adepta Sororitas, to depose the apostate cardinal, but Armoury. upon its arrival, he found the world already in rebellion against its traitorous ruler. Equipment: Sage Henchman, Execution Servitor armed with A lowly preacher named Icarael led the revolt of the populace of Salem multi-melta, servo-skull, Rosarius, Sword of Justice (master Proctor against the traitor cardinal and together with the Inquisitor’s forces, crafted power sword), Inquisitorial Mandate, Throne of Judgement defeated his armies and cast him from the burning ruins of his cathedral. (see below). None who met the young man could fail to be moved by his simple eloquence, his devotion to the Emperor or his humility. To some, his SPECIAL RULES incredible rallying of a planet was proof that Icarael was divinely guided Iron Will. An Inquisitor Lord will have an unbending determination and that the light of the Emperor moved within him. It did not take long to prevail, backed by a clinical understanding of how to achieve his before Inquisitors of the Thorian faction heard of this incredible young cleric goals. As such, Karamazov can choose whether to pass or fail any and, feverish with the prospect of discovering a potential vessel of the Morale check or Pinning test he is called upon to make. Even if Emperor’s spirit, they set out for Salem Proctor. But Inquisitor Lord Fyodor failure is normally automatic, he may still choose whether to pass Karamazov, marching over the charred bones of heretics in his monstrous or fail the test. Throne of Judgement, had other ideas. Monstrous Creature. Due to the size and power of the Throne of Karamazov had risen steadily in the Ordo Hereticus for decades, acquiring many supporters within the more hard-line puritan elements of the Judgement, Inquisitor Lord Fyodor Karamazov is considered a Inquisition for his unflinching determination to punish witchcraft and Monstrous Creature and follows all the rules for them as described heresy without mercy. His deeds were replete with the rigid application of in the Warhammer 40,000 rulebook. the Imperial Creed and, though some within the Inquisition criticised his Uncompromising. Such is the fearsome reputation of Inquisitor inflexibility and claimed that he had sent thousands of innocents to their Lord Karamazov, that all who fight alongside him are motivated as deaths, Karamazov would reply with Judge Traggat’s famous maxim that much by his fervour to punish wrongdoers as his notorious claims of innocence meant nothing; serving only to prove a foolish lack of vengeance upon those who fail him. All friendly units within 12" of caution. the Inquisitor may re-roll failed Morale and Pinning tests. Note that A staunch Amalathian, Karamazov was bitterly opposed to the notion of change, believing that the Emperor’s plan for His people must be left to where failure is automatic, this ability confers no bonus. unfold as He had planned and without the arrogant intervention of those Throne of Judgement. Discovered buried within the Crypts of who believed that they understood His will. Before the Thorian Inquisitors Abraxras, the spirit of this forgotten relic of technology was arrived, Karamazov arrested Icarael, taking him to the Inquisition fortress reinvigorated and presented to Karamazov upon his ascension to of Severian and placing him in the Chambers of Truth and Penitence. the rank of Inquisitor Lord. This ancient device boosts the Karamazov was a harsh judge and brooked no pleas of innocence, once Inquisitor Lord’s Strength, Toughness and Wounds characteristics famously boasting that he had sent more witches and heretics to their deaths (all bonuses are included in his profile above). than Macharius. For six months Karamazov subjected Icarael to all the torments and theological arguments at his disposal, ignoring the repeated Retinue. Karamazov and his retinue are treated as one individual demands of other Inquisitors and members of the Ecclesiarchy who wished model, with a combined profile. No other Henchmen may be to see the preacher. bought, and none can act separately or are removed as casualties Ecclesiarch Decius XXIII petitioned the Masters of the Inquisition to have for any reason. Linked with the logister of the Throne of Icarael released, and other Inquisitors mobilised local forces and prepared to Judgement, Inquisitor Karamazov’s Lexmechanic counts as two lay siege to Severian if they were not granted access to the preacher, but by Sage Henchmen (the bonus to the model’s BS is already included then it was too late. Acting as judge, jury and executioner, Karamazov in his profile above) and the Execution Servitor counts as a Gun ascended the Throne of Judgement and pronounced his sentence upon Icarael Servitor that can fire its multi-melta even if the Inquisitor Lord – he was a false prophet of the Emperor and would be purified in the moves in the Movement phase. The Inquisitor Lord is also cleansing fires of absolution. Sentence was notarised by the throne’s lexmechanic and then carried out by the implanted execution-servitor. With accompanied by a Servo-Skull Familiar. sentence passed, the charred remains of Icarael were delivered to the Ecclesiarchy for interment and Karamazov returned to his duties. The Ecclesiarch called for his immediate arrest and examination, but when the “There is no such thing as a plea of innocence in my court. taint of Chaos was later uncovered on Salem Proctor amongst those who had A plea of innocence is guilty of wasting my time. Guilty.” followed the teachings of Icarael, Karamazov was vindicated in the most public way possible. Despite this, Karamazov had earned the undying Inquisitor Lord Fyodor Karamazov enmity of the Ecclesiarchy and the Thorian faction of the Inquisition. - 29 - - 29 - - 30 - SAINT CELESTINE Hieromartyr of the Palatine Crusade

Of her life before she was declared a Living Saint, very little is known of Points WS BS S T W I A Ld Sv Celestine, other than that she was a Sister Repentia of the Order of Our St. Celestine 201 5 5 3 (5) 3 3 5 3 10 2+/4+ Martyred Lady. She was but one warrior amongst the beleaguered faithful Any Witch Hunters army of 1,500 points or more may include fighting a protracted war against the heretics of the Palatine Schism. Saint Celestine as a special character. If you decide to take her The war against the schismatics had ground to a stalemate upon the apostate then she counts as one of the HQ choices for the army and must world of Eurytion. Celestine was to be found at the head of the first wave be used exactly as described below. She may not be given any additional equipment. attacking the capital’s walls, her fury a terrible thing to those who witnessed it. Celestine fell that day, along with every other Repentia, but despite the defeat, it Wargear: The Ardent Blade, Armour of Saint Katherine. was said that she accounted for over one hundred schismatics during the assault, SPECIAL RULES her Eviscerator cleaving them into ragged chunks as she and her sisters screamed Adepta Sororitas: Saint Celestine is subject to the special rules for absolution. As the army retreated and darkness fell, her ruined body was listed on page 8. recovered from the breach and carried off by a solemn procession of sisters. Independent Character. Celestine is an independent character As Celestine’s body was set down amongst the honoured dead, her sisters saw and follows all of the rules for characters in the Warhammer 40,000 that life lingered within her yet. They saw in her eyes the light of one touched rulebook. by the divine will of the Emperor, and reverently approached, cleansing her Armour of Saint Katherine: This most revered of armour confers body of the blood and filth of battle until she stood flawless before them. a 2+ Armour save or a 4+ Invulnerable save. The next day, the assault on the city was resumed with Celestine at its head. It fell Fearless: Celestine automatically passes any Morale check or within scant hours and the remainder of the ‘Palatine Crusade’ passed in a bloody Pinning test she is required to make, even if failure is normally whirlwind of vengeance as Celestine was hailed as the Crusade’s figurehead, the automatic. She confers this ability on any unit she joins. entire sector being scoured of not just the schismatics but every being the crusaders Miraculous Intervention: Should Celestine ever lose her last deemed unworthy of existing upon the worlds of Man. wound, she must immediately make an unmodified Leadership test. Lord Ansgar, the Crusade’s leader, believed that the crusade would reach its If the test is failed, she is removed as a casualty. If the test is conclusion at the capital world of the Palatine sector, but Celestine insisted upon passed, she is removed from the table and placed in reserve. Begin rolling for her to reappear on the next Witch Hunters turn – on that first liberating a small, backwater world named Sanctus Lys. Unknown to all turn she will arrive on a D6 roll of 4+, the turn after that a 3+ and so but her, the world was home to the ancient Shrine of the Fiery Heart, a holy place on, as per the normal Reserve rules. This roll may not be modified, once visited by Saint Katherine. Amidst its shattered ruins, Celestine ordered a for example, by such wargear as Improved Comms, unless part of broken altar moved aside, and the flagstones beneath it taken up. Carrying out a Scenario Special Rule. When available, Celestine will enter play her orders, her followers uncovered the entrance to a hidden crypt. Barring any via the Deep Strike rules, with 1 Wound remaining. Note that this from following her, she descended dusty steps that none had trodden for rule is applicable even if Celestine died as a result of an Instant millennia. Death attack, and it can occur multiple times throughout a battle. Her followers awaited her return, at first with patience but, as time passed, For the purposes of calculating Victory Points, Celestine is with increasing concern. Yet Celestine had been firm in her order that none considered a casualty if she fails her Leadership test upon losing should follow her into the crypt. At length, as the first light of dawn broke her last wound as described above, or if she passes the test, but above the ruined shrine, Celestine rose from the tomb, borne aloft on a column is still in reserve when the game ends. of divine radiance and attended by cherubs and doves. She was now clad in a The Ardent Blade: This sacred relic counts as a Blessed Weapon, suit of shining golden armour, and wielded a blade wreathed in sweet-scented and in the Shooting phase may be fired as a flamer. It does not petals, its blade so bright none could bear look upon it. She gazed around, and count towards the maximum of one Blessed Weapon per army. all who dared meet her eyes were struck down by equal parts heavenly Faithful: Celestine’s presence adds three Faith Points to the adoration and infernal terror. army’s total. However, she does not benefit from the Martyrdom After her apotheosis, Lord Ansgar and a conclave of his Thorian compatriots special rule, instead the first time she is removed from play for any declared Celestine a Living Saint. She was hailed as the ‘Hieromartyr of the reason, the Faith Point pool is immediately reduced by D6 Faith Palatine Crusade’ and fought at the vanguard of numerous Wars of Faith. Her Points. If this takes the pool to below 0, no more Faith Points may be generated through Martydoms for the rest of the game. presence invested the faithful with an unprecedented fervour, and hundreds of thousands of heretics met a fiery end at the hands of her armies. Many were Wings of Faith: The wings confer the same effects as a jump fearful in her presence, for to stand before her was to submit to the judgment of pack, and allow Celestine to make use of the Hit & Run rule one whose example could never be emulated. Her influence upon the Adepta described in the Seraphim army list entry. In addition, instead of Sororitas, for whom she became the focus of total veneration, was miraculous; assaulting, Celestine may always make an additional move of up she was a Living Saint, whom the Sisters of Battle would follow to the very to 6" in the Assault phase if she is not engaged in close combat or joined to a squad. This additional move is always made according centre of the Eye of Terror were she to lead them there. to the rules for a model using a jump pack. Celestine may make Celestine was lost to the Imperium whilst fighting the renegade of this move on the turn she Deep Strikes, but may not use it to Forrax. When the lunatic Warmaster triggered the meltdown of the ancient initiate an assault. atomic pile at the heart of his fortress, an area many miles across was blasted to atoms. Many believe she perished at the moment of her triumph, yet none survived to give a true account of the battle’s conclusion. The mighty Tower of “She was as an angel, pure as righteous destruction. She laid low the twisted Heroes upon sacred Terra tolled once to proclaim her loss to the faithful, a billion and lifted the hearts of the righteous. At her passing, a million voices cried out souls pausing in their toil and looking towards the Emperor’s Palace, united in her name. Shall we ever again see her like? No, not now, nor ever again...” their grief for the fallen heroine. But the Sororitas, at prayer within the halls of Sister Patricia of the Orders Famulous, the Convent Prioris were gladdened by the mournful peal, for they knew that on the disappearance of Saint Celestine had she fallen, Celestine would even now be sitting at the side of the Emperor. - 31 - - 31 - REFERENCE WS BS S T W I A Ld Sv Armour Inquisitor Lord 4 433343103+ WS BS S Front Side Rear I A Inquisitor 4 43324284+ Land Raider - 4 - 14 14 14 - - Canoness 4 533343103+ Rhino - 4 - 11 11 10 - - Palatine 4 53324293+ Immolator - 4 - 11 11 10 - - Priest 33332428- Exorcist - 4 - 13 11 10 - - Celestian Superior 4 43314293+ Chimera - 3 - 12 10 10 - - Celestian 4 43314193+ Penitent Engine 4 2 5(10) 11 11 10 3 D6 Sister Superior 3 43313293+ Battle Sister 3 43313183+ SPECIAL RULES Seraphim Superior 4 43314293+ Shield of Faith: Any psychic power targeted at an Adepta Sororitas unit or including it in its area of effect is nullified on 5+. Force Weapons do not kill Adepta Sororitas Seraphim 4 43314193+ outright (treat as power weapons instead). Minor Psychic Powers have no effect at all. Arco-flagellant 4 045141/D684+* Holy Rage: Models not already engaged in close combat must move at their Mistress 443314(5) 2(3) 10 4+ maximum Movement rate +D6" towards the nearest enemy unit; the extra D6" Sister Repentia 4 4 3(6) 313164+ movement ignores difficult terrain. They must always charge and make a Sweeping Imperial Assassin 5 544253104+* Advance if able to do so. Death Cult Assassin 5 44325285+* Storm Trooper 3 43313184+ ACTS OF FAITH Hand of the Emperor: Roll equal to or under the current squad size (12 always fails). Veteran Storm Trooper 3 43313284+ Use in either player’s Assault before rolling to hit. +2 Strength, strike at Initiative 1. Henchman 3 33313186+ Warrior Henchman 3 43313184+ Divine Guidance: Roll equal to or under the current squad size (12 always fails). Use in either player’s Assault phase/own Shooting phase, before rolling to wound. If used Crusader 4 33313184+* in the Shooting phase, any to wound rolls of 6 count as AP1. If used in the Assault * Indicates an Invulnerable save. phase, any to wound rolls of 6 count as being made by a power weapon. Weapon Range Str AP Notes Spirit of the Martyr: Roll equal to or over the current squad size. Use at the Autocannon 48" 7 4 Heavy 2 beginning of enemy Shooting phase, or at the beginning of either player’s Assault phase. Unit’s Armour save becomes Invulnerable for that phase. Bolt pistol 12" 4 5 Pistol Bolter 24" 4 5 Rapid Fire The Passion: Roll equal to or over the current squad size. Use at the beginning of Combi-stake crossbow 24" 3 5 Assault 2; wounds psykers on 2+ with no save either player’s Assault phase. Unit gains +2 Initiative. May not be combined with Hand of the Emperor. Does not override any weapons or wargear that change Initiative. Exorcist missile 48" 8 1 Heavy D6 Flamer Template 4 5 Assault 1; no cover save Light of the Emperor: Roll equal to or over the current squad size. Use at the beginning of own Movement phase. Unit is Fearless until the beginning of its next Firearms 24" 4 6 Rapid Fire; Gets Hot! Movement phase, and will automatically pass any Morale or Pinning tests. If the unit Grenade launcher (frag) 24" 3 6 Assault 1; Blast is falling back when it uses Light of the Emperor, it will also automatically regroup, Grenade launcher (krak) 24" 6 4 Assault 1 regardless of normal restrictions. Heavy bolter 36" 5 4 Heavy 3 Heavy flamer Template 5 4 Assault 1; no cover save PSYCHIC POWERS Divine Pronouncement: Use in the Shooting phase instead of firing a weapon. One Heavy stubber 36" 4 6 Heavy 3 enemy unit within 18" and not in close combat must make a Morale check, with its Ld Hellgun 24" 3 5 Rapid Fire modified by the difference between its Ld and the Inquisitor’s if his is higher. Hellpistol 12" 3 5 Pistol Hammer of the Witches: Use in the Shooting phase instead of firing a weapon. May Hunter-killer missile Unlimited 8 3 Heavy 1 be used even if engaged in an Assault, and does not require line of sight. D6 enemy Inferno pistol 6" 8 2 Pistol; 2D6 armour pen. within 3" psykers, starting with the closest, must pass a Ld test or suffer a Perils of the Warp attack. Lascannon 48" 9 2 Heavy 1 Hammerhand: Use at the beginning of any Assault phase. Doubles basic Strength of Las pistol 12" 3 - Pistol user until his next turn. Psyker counts as having an additional close combat weapon. Melta gun 12" 8 1 Assault 1; 2D6 armour pen. within 6" Note this power does not affect Armour saves or striking order. Psyker may not use Missile launcher (frag) 48" 4 6 Heavy 1; Blast any weapons until the beginning of his next turn. Missile launcher (krak) 48" 8 3 Heavy 1 His Will Be Done: Use in the Assault phase before making any attacks. Each wound Mortar G48" 4 6 Heavy 1; Blast caused by the Inquisitor counts as two for the purpose of determining which side won Multi melta 24" 8 1 Heavy1, 2D6 armour pen. in 12" the assault. Plasma cannon 36" 7 2 Heavy 1; Blast; Gets Hot! Purgatus: Use in the Shooting phase instead of firing a weapon. Target any enemy Plasma gun 24" 7 2 Rapid Fire; Gets Hot! Independent Character within 24". Both players roll D6 + model’s Leadership. If the Plasma pistol 12" 7 2 Pistol; Gets Hot! Inquisitor Lord scores higher, the enemy character’s Leadership is reduced by 3 for the remainder of the game. May only be used successfully once per enemy character. Shotgun 12" 3 - Assault 2 Sniper rifle 36" X 6 Heavy 1; 2+ to hit; 4+ to wound Scourging: Use in psyker’s Shooting phase instead of firing a weapon. Counts as a weapon with the following profile. Storm bolter 24" 4 5 Assault 2 Range: 18" Str: 5 AP: 5 Assault D6 Orbital Weapons Strength AP Notes Roll to hit, wound and save as normal. Ignores Invulnerable saves. Lance Strike 10 1 Barrage Ord blast Word of the Emperor: Use at the beginning of the enemy Assault phase. Enemy Melta torpedo 8 3 Barrage Ord blast; 2D6 Armour Pen units attempting to charge the psyker or his unit must pass a Leadership test. If they Psyk-out warhead 9 1 See army list entry for special rules fail, they may not assault at all that turn.

PRODUCED BY Copyright © Games Workshop Ltd. 2000-2003 Games Workshop, the Games Workshop logo, Warhammer, the Warhammer 40,000 Device, Witch Hunters, Adepta Sororitas, Sisters of Battle, Inquisitor and Inquisitor Ordos, Codex, White Dwarf, Space Marine, Chaos, Golden Demon, and all associated marks, race and race insignia, units, characters, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Games Workshop Ltd 2000-2003, variably registered in the UK and other countries around the world. All Rights Reserved. British Cataloguing-in-publication Data. A catalogue record for this book is available from the British Library. December 2004 Printing.

UK US Canada Australia Games Workshop Ltd., Games Workshop Inc., 2679 Bristol Circle, Games Workshop, Willow Rd, Lenton, 6721 Baymeadow Drive, Unit 3, 23 Liverpool Street, Nottingham, Glen Burnie, Oakville, Ingleburn NG7 2WS Maryland 21060-6401 Ontario, L6H 6Z8 NSW 2565

- 32 -